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Glide

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Everything posted by Glide

  1. Check out Jabbers last video on Youtube. He demonstrates how multithreading can increase stutters by blasting the disk with texture (shader) requests. He uses CPU affinity to limit the cores used by DCS. This is why it appears to some that HT off in the bios works better: fewer cores hitting the disk for textures. I think the happy medium is to enable HT, and limit the cores used by the sim. However, I don't use CPU affinity, I just keep my missions light weight. Jabbers loads up a massive mission for his testing.
  2. Flat lines mean the frame times are very close together. This means that if the rdr CPU grows, it will easily exceed app GPU times. You want to be GPU bound. You have 8GB of vram, which is very easy to exceed with those high settings. Try to find settings that put load on the GPU, but reduce the CPU load without exceeding your VRAM limit. This is the goal. Happy testing. Edit: okay, i see from the FPS counter you are GPU bound. Good. The changes to the NCP should fix your issues.
  3. Looked like VR in the video. Well then, reset defaults in the NCP, Low Latency Mode On, lower your settings.
  4. You want Low Latency Mode to On, not Ultra. It's hard to tell in the NCP what's going on for English speakers. Perhaps you should Restore defaults, and then set Low Latency Mode ON. That's all you need from the NCP. (edit: you have the NCP set up all wrong. You are running DLSS in the game settings, but trying to force MSAA and Transparency AA in the NCP, for example.) Also, the DCS FPS counter is useless for debugging performance. Use the OpenXR toolkit Advanced FPS counter, and disable Turbo Mode or "Prefer Frame Rate over Latency" during testing, because it breaks the FPS counter. It looks to me like you are having de-sync issues. In the OpenXr toolkit FPS counter, watch the rdr CPU frame times. If they start growing to the point where they exceed the app GPU frame times you get that sudden drop in FPS and that spiky behavior. I will also add that your 4060 can't run settings as high as you appear to have them.
  5. With Quadviews and Dynamic Foveated Rendering fairly common these days, is the VR setting "Enable HMD Mask" still useful for anything? When would you use it?
  6. Granted there is a bit of judder with 120hz pushing 50ish fps, but that is common to all vr apps and headset. It's all about being GPU bound. No smart smoothing or asw required. Check out this video:
  7. So, I did more testing on this, and what I noticed was as I turned from South to North, the rdr CPU frame times would creep up from 8ms to 13ms+. With my headset at 72hz, and my frames at a steady 72fps, the rdr CPU frame times would equal or exceed the app GPU frame times. This would cause the de-scync. My solution was to increase the load on the GPU so the rdr CPU times had more room to grow before exceeding the app GPU times. I set the headset back to Maximum resolution, and since I was giving up frames for this, I switched to MSAA 4x (no more ghosting). I also added Low Latency Mode = Ultra in the NCP, since this is where it really shines (GPU bound). Finally, I set the headset to 120hz, since I knew I wasn't going to match the refresh rate. The results were a steady 50fps with 20ms app GPU frame times, and the CPU did it's usual creep up of 5ms, but it had no impact on the GPU. No Turbo Mode to interfere with Ultra Low Latency, and Quadviews enabled. I have to say these are the best results yet. Bonus: Since I am running MSAA, I can use the NCP to Enhance the MSAA to 8x, and even add some transparency AA. Super sharp, no ghosting, 50fps in a dogfight. I can live with a little jitter when looking at 3 and 9 oclock with these settings.
  8. Pimax Crystal at 3500x4142, 3080Ti. No Quadviews applied for this test, just DLSS Ultra Performance.
  9. Runs fine with Grass and clutter and both Trees sliders all the way to the left (lowest). Grass and Clutter makes a big hit to performance, but the ground looks great with it. Without those things the maps looks just fine.
  10. When you zoom out with the Kola map on the MFD, the terrain disappears at 75nm.
  11. You can't always get the AI to perform, and this is by design. There is some randomness to their behavior to make for a variety of outcomes each time you play through a mission. If a ground unit is partially damaged or decides to abort because 3 out of 4 of their group is destroyed, the Ai aircraft may breakoff. If the AI run low on fuel they will often decide to head for the nearest base. All this adds to the realism of the mission. Be sure to check the log after the mission to see the AI actions as this will help troubleshoot.
  12. Is it stuttering or ground jitter? Stuttering is where you are looking straight ahead and the sim appears to pause for a split second. Ground jitter is where the terrain seems to be constantly skipping a beat, and it is also visible as double, triple or even quadruple vision where one runway light will appear as two, three or four images. Stutters are rare in DCS these days, but jitter is very common if you are not maintaining FPS levels that match your refresh rate. Jitter is very easy to create. Just use the Max FPS slider to limit the FPS to some even fraction of your refresh rate. For example, with a 120hz refresh rate and a 30fps limit, you will see 4 images of each runway light as they whiz past you. Even on a high end system, the most common cause is resolution too high, but it's a balancing act between resolution and graphics settings. I just flew a perfectly smooth mission on the Caucasus map this morning with a solid 72fps and my Pimax set to 72hz. I have my graphics settings turned down to acceptable levels with the headset resolution set to Balanced. Today's secret sauce is no Low Latency Mode, VR prerendered frames = 4, Quadviews, and because I was able to maintain over 72fps, Smart Smoothing On. No Turbo Mode. However, it's very map and mission dependent. The same settings in a busy Apache mission on Caucasus did not hit the 72fps target. I hope this helps.
  13. Interesting. I would have thought if the object was out of view range, only the CPU would be taxed with managing it. I find it odd that the GPU takes a hit for objects that aren't in the viewport.
  14. This is related to the weather setting. Try Overcast with Rain.
  15. The pilot in the first shot is touching the hillside. He slowly tracks down until he encounters the "crease" in the terrain, then his chute collapses as normal. Caucasus map.
  16. I removed the weather, and although I am hitting the target FPS, I can clearly see that facing north from that viewpoint takes 15% more GPU than facing south. Something is odd about the Batumi airfield.
  17. On my Batumi mission, I have a strange situation where I miss my FPS target, but it only happens when I'm facing one direction. I can't seem to pin down the culprit. Any ideas? Caucasus Assault on Batumi Day 1 AM.miz
  18. Zoom in on this image. There is a checkerboard pattern in the terrain at a certain distance. It's very visible in the game. Any ideas?
  19. https://www.twz.com/news-features/f-4-phantoms-conduct-phinal-popeye-missile-live-fire-before-south-korea-bids-them-pharewell
  20. They are part of the standard load for SEAD missions when you intend to get within range. I don't mount them for dogfighting or BVR.
  21. Caucasus is a "light" map. The others are larger, suggesting you are hitting some limit in our system. Try lowering the resolution. In my VR system, if I run at full resolution, I get massive ground jitter. When I run at a lower resolution, it's smooth.
  22. Bought. The RB debacle hit me hard as well. The solution to banishing unhappy memories is to replace them with new happy memories. I am happy to support ED and the future of my favorite hobby.
  23. Do you mind performing a simple test with just keyboard inputs? I can see what you are describing in the ACMI file.
  24. Could it be the rudder? Slightly out of position, one foot heavier than the other?
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