Glide
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Everything posted by Glide
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I'm running 60fps at 90% headset resolution. Super stable and smooth. The problem I find with locks is that you have to fiddle with them before each mission, or just set it to 30fps. Thanks for the tip on CAS.
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i think higher refresh rate is better; it means you get a "younger" frame, sooner than a lower refresh rate. I tried both. I'm running 130% resolution with 45fps. I am really liking the higher resolution. GPU bound with the highest resolution/refresh rate your VRAM will allow. If I had to pick a number, 20ms app GPU time in the OpenXR Toolkit FPS counter is the sweet spot for performance. My GPU bound settings formula. HAGS on. Windows Flip Mode On. No Fullscreen in Game settings. Nothing in the Nvidia control panel. No Low Latency Mode. No frame limits. No refresh rate locks. Nothing to get in the way of the timing between the game and the GPU. When you are GPU bound, the GPU acts like a governor on an engine: it keeps the graphics pipeline running at a constant rate. Nothing in the Pimax Play client except 130% resolution and 120hz refresh rate. No Smart Smoothing. No Dynamic Foveated Rendering. Quadviews enabled in the PimaxXR Control Center. OpenXR Toolkit, I use the FPS counter a lot. I'm using CAS 100% with TAA in Game settings. My understanding is that Quadviews uses CAS in the center view area by default, so I am not 100% clear on the affect of using CAS with Quadviews. In Game settings, I find Textures Medium as low as I'll go. Terrain textures Low is a better way to keep VRAM consumption lower. Visibility range Medium. Shadows are Off or Flat depending on the time of day in the mission. SS Shadows are a WIP. You get a big VRAM and FPS boost from turning Shadows off if you can live without them. SSLR on. SSAO on. These add nice visuals and load on the GPU. No Anisotropic filtering is required at this high resolution IMHO. Detail sliders vary depending on the map and the mission. In summary, run the highest refresh rate of the headset, spend your "extra FPS", for me, anything above 45fps, on higher resolution, and use the game settings to keep under your VRAM limit. I know that 72hz/72fps is a smooth combination at times. However, when the rdr CPU frame time jumps up above 14ms, or the GPU can't hold 14ms, you get a big desync with a sudden drop in FPS. So, although there is no Judder with 72/72 like there is with GPU bound, the performance is more consistent and scales better across maps and missions when you are GPU bound. These snaps are with the headset at 90% resolution getting 60fps. A very nice balance.
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Here's a dilemma for you. Say I'm getting 80fps at 90% headset resolution (Pimax Crystal) with Quadviews. Do I turn up the headset resolution to 140% and bring the FPS down to 40 or 50, or do I stay at high FPS with acceptable resolution? This is with 120hz refresh rate.
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The issue there is the amount of time it takes to test. I have a mission that has a little bit of everything, so I just need the one for testing.
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When it comes to performance testing and finding optimal settings, it's important to have a favorite testing mission where you are familiar with the visuals. It is also very important to change only one thing at a time when you are tuning settings. I am happy to help.
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This may seem counter intuitive, but you want to be GPU bound which means you want to add more work for the GPU. It's okay if you can't stay at 60fps. I assume your monitor is 60hz. 40fps or 50fps is just fine. HAGS on, no full screen, Windows Flip Mode Enabled in Windows 11. Run the highest resolution you can. If you run MSAA, you can Enhance it to 8x and add transparency antialiasing to make the GPU work even harder. MSAA x4 in Game, NCP Enhance AA x4 (or higher), Transparency AA Multisample or Supersample if you really want load. This only works with MSAA, not DLSS or TAA. I would turn off VSYNC and GSYNC because they let the GPU rest. Make sure it's off in the monitor, the NCP, and the game. No reflex or low latency mode.
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cannot repoduce and missing track file waypoint correspondence
Glide replied to jack333's topic in Bugs and Problems
You are on steerpoint 7 in that pic. Try it again with the Drift C/O switch set. -
Engine 1 out.
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These settings are for my 3080Ti and Pimax Crystal. 72hz fresh rate. I believe these settings are ideal. I run the headset at Maximum resolution with Dynamic Foveated Rendering enabled in the headset. No Smart Smoothing, so no ASW. Nothing in the Nvidia control panel. No Low latency mode at all. Restore defaults and forget about them. No Quadviews. No frame locks, no refresh rate locks. HAGS on, and windows Flip Mode Enabled in Windows 11. Turbo Mode on, or Prefer Frame Rate over Latency enabled in PimaxXR companion. The goal here is to be GPU bound. You want to add work for the GPU without exceeding your VRAM limit. I get around 50fps with this setup. I never see any desyncs. It is incredibly smooth. Use the OpenXR Toolkit FPS counter on Advanced to tune your VRAM limit and get app GPU frame times around 20ms. Just so you know what I'm on about here, with an app GPU time of 20ms, the GPU is controlling the pace of the entire pipeline. Try this on Marianas with Overcast and Rain in the TF51D. I get about 30fps in that scenario, but it's a very stable 30fps. You can vary the ground details (grass, forest, etc.) as desired.
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Engine 1 out.
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First ever DCS: F-4E Phantom II Feedback Thread - May 22nd 2024
Glide replied to IronMike's topic in DCS: F-4E Phantom
So, who doesn't love chasing SU-25T's around in this beauty? I am loving this flight model. -
The F-16 is superior to the F/A-18 because when you lose in a F-16, you lose in beautiful design. When you lose in a Hornet, you're in a Hornet.
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First ever DCS: F-4E Phantom II Feedback Thread - May 22nd 2024
Glide replied to IronMike's topic in DCS: F-4E Phantom
Map it to toggle. -
DCS F-4E Phantom II Release Date Announcement- May 21st 2024
Glide replied to IronMike's topic in DCS: F-4E Phantom
Wowsers! My Viper is jealous already. -
Thanks for clarifying.
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On the Kola map, every so often two cars go by stuck together. Not sure if this is a Kola issue.
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If you have Birds enabled, you may notice that the birds fly under the water at times. The code that controls how the birds fly must have limitations in it with respect to altitude.
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I thought it was some kind of foveated rendering trick where only the center got MSAA applied to it. Thank for clarifying.
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So, it makes the mirror lighter weight by adding the mask around the edges.
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Military and Aviation News Thread (NO DISCUSSION)
Glide replied to topol-m's topic in Military and Aviation
DCS and Heatblur at 9:42 -
What do you mean by "cut out"?
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Correct. Jabbers has a good video on this on Youtube. Multithreading blasts the system with I/O requests when the mission is heavy and there are a lot of textures and shaders to load. Process Lasso and CPU affinity seem to relieve the pressure.
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BTW, even when you are fully synced at 72hz/72fps, if it's still not smooth, lower the resolution of the headset. On the Kola map it's still not smooth for my Crystal/3080Ti at full resolution, but running it at a lower resolution solves this. The FPS counter in OpenXR toolkit has a developer mode (show advanced settings under System). https://mbucchia.github.io/OpenXR-Toolkit/overlay.html There are other measures like how long it takes to present to the headset, etc. that may come into play with respect to smoothness.
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Not quite true. When you achieve 72fps with 72hz, you are CPU bound. To be GPU bound, you can set your refresh back to 120hz, and raise the settings that impact the GPU. Be careful you don't exceed your VRAM limit. When you are GPU bound, with the system will give those judder effects because of the old frames. Easy way to test this, set the refresh rate to 120hz, and lock the frame rate to 30fps. This is the extreme case. Looking straight ahead you don't notice it much. I prefer being GPU bound and just not looking out sideways, however, in a dogfight, the aircraft that whiz across your view port will be juddering. Watch the runway lights as you take off to clearly see the juddering. I should note this is not something DCS can solve, and it does not mean there's something wrong with your system. It's built into VR. Every VR game will do this, and every headset will see this. ASW, motion reprojection, smart smoothing, etc. are supposed to solve this by creating synthetic frames that try to compensate for the timing issue, but that's a work in progress.
