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mimamema

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Everything posted by mimamema

  1. That´s a well-known bug by Varjo users using Mbucchia´s quad views as well, I think there´s a mod somewhere that makes all your FOV have the night vision on. Ok, I had a look and apparently is this one Tacca's NVG mod 1.2 for 2.8* (digitalcombatsimulator.com)
  2. To be honest, just before I started testing the foveated rendering I cranked it up to 4x and never looked back. I will make some tests with different values to observe the effects that it has on the game and if it is noticeable or not.
  3. hahaha that was me trying to change something in the wrong window
  4. The settings that are in the attached image below. And in regards to supersampling, the idea is that this meta-foveated layer is doing that supersampling where you are looking at and downsampling where you are not looking at, that is where you gain the performance. If you use supersampling you are adding more resolution and then you have to lower your settings in meta-foveated. When I suggested that way of configuration is with the idea of creating a base where we all can test from. If you start mixing up Oculus app supersampling, ODT/OTT one, and then Meta-Foveated it all becomes crazy and unnecessary as the numbers in the end are going to be the same at some point to gain the same performance.null
  5. One way to appreciate the performance increase is by opening the HUD in OTT or ODT and watching the frame time numbers. I you have ASW on forced to half rate you won't see any increase. You should check the meta-foveated log as well just in case is not working. Check on Mbucchia´s wiki how to do it. nullnull
  6. My suggestion with the week I´ve been playing with the settings of Meta-Foveated is to do the things in some order : 1. Set the Oculus app to max resolution at the Hz you aim to play. (72, 80, 90) 2. Adjust the "focus multiplier" from 1.0 to look for the actual clarity you are looking for. 3. Adjust the "peripheral multiplier" to a level you are comfortable with, this has a bigger impact on performance than the focus multiplier as this area is bigger. 4. Adjust the rest of the settings to your liking. Obviously, your experience may vary, depending on your hardware and DCS settings, but the usual is to get around 50% more performance with the default settings, as soon as your CPU frame times are not as high as the hype for the F-15E. 5. Enjoy!!
  7. Something looks off to me, the resolution is very high. This is mine, what is your config in the Oculus app? are you using OTT or ODT to do some more supersampling?null If I use your same settings for FOV null
  8. Have you checked that nothing in the background is messing with your CPU? Yesterday, I was having that problem and it was EDGE doing some good 24% of CPU use just because is that great. Could you send a capture of the Application Rendering Timing without Turbo Mode enabled? You´ve already attached one here but it doesn´t show any info unless you disable the Turbo Mode.
  9. I can confirm now that they work together, I cannot say is 100% flawlessly working but close to 95% . The conflicting reports were mines, but I guess it´s because I had a mess of different versions on my PC and needed to do a proper reset of configurations to avoid problems. I have been flying with both active all together just 10 minutes ago, no problem at all.
  10. That is mainly because with the default settings you are actually seeing the focus area ( where your eyes are looking at) like you were using 1.1 supersampling in ODT or OTT added to the resolution selected in the Meta app, that gives you a noticeable increase in clarity, CAS is helping as well. And all of this with an increment in performance of around 4ms of GPU frame time, this experience obviously varies depending on the user settings as well.
  11. Well, you became the man of the year in DCS VR 2022 by creating openXR Toolkit and I think you are again now in 2023 with all the Varjo and Quest Pro Quad Views development and more to come. Anyway, it´s always a pleasure to be able to help people like you, I hope to continue to be helpful I'm future developments. (feeling old using this emoji)
  12. hahaha I was just creating some hype, better this than waiting two more weeks
  13. Meta- Foveated is coming guys... ...tic tac tic tac....
  14. Repaired and Cleaned DCS ( already did this yesterday before posting and did again today, the slow one both times), Mods taken away. Same problem. spam EDTERRAINCORE dcs no MODS.log Operation_Snowfox_Escalation_A74-v0.23-20230528-182714.trk
  15. I know this is an old post but this started happening to me today. Here is attached the log and the track, I was able to reproduce it again. I was trying to look for a reason for some stuttering during my VR flight when I realized this error spamming the log. Could you have a look at it @BIGNEWY?? thanks! spam EDTERRAINCORE dcs.log Operation_Snowfox_Escalation_A74-v0.23-20230528-022054.trk
  16. Yeah! That was the reason, I was using the last version yes, now with the legacy one the troops get start heading to the blue owned zone, thank you! . About this, what is the default way of pathing them? What I understand after reading the docs is that they should go on the roads by default? What I see is that they go mainly off-road and that is making a bit of trouble while trying to find their way through the town, getting stucked often, being this more a DCS problem than anything. Probably I'm missing something here.
  17. Hi @cfrag! here I come again! . I´m having a bit of a problem with ownedzones and attackers. They spawn as configured but a message appears top right like this "goundT: unscheduled group ZC1 (A) 76622 cnt=1null", and the counter keeps rising. I´m attaching screenshots as I think they would be more self-explanatory. DCS log throws an error in "getNearestEnemyOwnedZone". In the screenshots you can see the config of the zone. all the modules necessary for this are loaded into the mission. I set the owner of the zone above in blue as Allied to make the attackers work but it didn´work Any idea why this could be happening? Just in case this is the new Normandy map, I don´t know if it could have any relation with the issue.
  18. yesterday I was playing with RND flags and literally waste an hour trying to figure out what was not working, opening the demo mission, re-reading the documentation, and quick reference as well... till I realized that I wrote RDN instead.... what a facepalm when I discovered it
  19. Yes, sorry It was my mistake wording things that way. Thank you for the clarification. I just put the CAP mechanics on hold while I do set up the basic things of the mission I´m editing, better this way I think, as I tend to overcomplicate things from the beginning sometimes I guess . Apart from that, I was wondering if the F10 map markers from the recon module could be added to the persistence module as that would be very helpful to not lose the intel gathered by a recon flight just before a server restart, I think that would be quite helpful.
  20. Yes, I was looking for the arithmetic result of it "If there are 8 players stop spawning CAP flights when there are 6" --> pNum -2. And sorry, yes, I didn´t express myself correctly, I should have said that if it was possible to use as a trigger method a rule like "-2", or "+4" in regards to the watchflag´s value or any similar to that, not only "+1" or "-1" that is actually more like if it has increased or decreased only if I´m understanding it correctly. Sorry, if I´m bothering you with these questions, they are probably kind of simple ones that could seem obvious and honestly, I think you have made a great job with all the documentation, demo missions and explanation. When I ask is usually because I have gone up and down looking for the solution/logic of something and I´m not finding it, even when it´s just in front of your face . Thank you for your patience
  21. hehe, yes, I was exactly there when you write it but I couldn´t test it more till later. I managed to make this trigger method work but only creating a group tracker, as if I use the debugger to set the pNum to 5 it changes momentarily and then came back to 0. Then using unitsNum I managed to make it work as they were actually tracking a group of units, but the trigger was continuous so I ended up stopping the mission before the mission crashed . I´m rethinking the mechanics of this process at the moment but getting to know better how everything works. This all has a lot of potential and it´s like playing another game . Edited: would "pNum -2" work as a variable to make a flag bang? That way I could make a tracker that stops the cloning every time that variable is reached, I don´t if it is useful really for the mechanics that I´m thinking of but I´m curious now.
  22. Well, you were quite fast creating it as far as I can see, awesome time response! Thank you so much Yes, I thought so, it would be a very important module for DML so there must be a reason not to develop it. As Shinobi61 said before there are some complex ways to use flags that you are aware of that probably I cannot even imagine at the moment. Right now I´m stuck with the CAP thing as I want it to fire a "next" in the sequencer of my enemy CAP whenever the number of players in a zone is 6 or more at least for 5 minutes. After reading "changer", "xFlags", "countdown", "pulse"?.... I´m getting mad at the moment and not getting to a solution for this xD. I noticed that playerZone can give the value of players in the zone or fire flags every time a player comes in and come out. So my first question is, can I use the whole value ( maybe 5 players in the area given by "pNum") to be the input of any other module that can help with this? Sorry I´ve been reading your whole documentation in just 2 days and I still have to understand some concepts .
  23. Hi @cfrag!! I´ve been modifying a mission these last few days using DML and I find it quite easy to do things that will require a lot of steps in the DCS ME or a lot of tests to check for errors using Moose. I´m planning to make this mission a 24/7 PVE one and I´m looking for a way to count the players in a zone to make the enemy CAPs adaptable to the number of players. I was thinking about using the sequencer and the "next?" flag to launch more CAP flights into the area but I need a way to count the players combining DML modules. I´ve been reading through all the modules and cannot make this work out in my head . If you have any idea of how to do it by combining modules that would be great. Apart from that, do you have any plan on making a DML module for tasking air units, I think the use of zones to manage them would make it very easy to create flights to randomly attack the units in a zone or just set up a simple CAP inside a quad trigger. Honestly is amazing the work you have already done with DML and it´s more fun for me now to edit and create missions. Lastly, I know there are a lot of demo missions with examples for flags and I know they have a lot of potential, that´s why I think you should make a video about flags and as a suggestion it should be called "Fun with Flags". Anyway, thank you for creating this for the community, I can´t help thinking about the possibilities DML could have integrated into the DCS Web Editor that is being cooked right now.
  24. uriba107/DCS-Hound: ELINT system for DCS. Detects and finds radars in a realistic way (github.com) If you don´t mind adding a script this could help
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