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Dangerzone

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Everything posted by Dangerzone

  1. How are you porting DCS sound to Sonos? Also, if SilverDevil answered your question, you may want to consider crediting Silverdevil's with the solution instead of your own post.
  2. Thanks for taking the time to reply. What you're saying makes sense for when MR is required, but I'm wondering why is it kicking in when it's not required. Although now you have wondering if it's a matter of the following occurring: Without MR: Frame1-8453 - 90+fps Frame 8454 - 89fps << A single frame once in a blue moon, but barely noticeable. Frame 8455-89923 - 90+fps With MR: Frame 1-8453 - 90fps Frame 8454 - 89fps << MR goes - OK - we need to do motion reprojection now... Frame 8455-89923 - 45fps << The overhead of MR drags the calculations of DCS's frames below the 90fps trigger, at maybe 85fps or similar, thus keeping MR on near permanently when not required? I've noticed the same thing now with MSFS - With MR enabled - I'm fairly much stuck on 45fps. Without MR enabled, I'm hitting 90fps the majority of the time. (Although not as often as I am in DCS - DCS is better than MSFS for me with performance - go DCS!!! ) The only conclusion I can come with so far, is if using MR, it pays after every update (whether it be DCS, NVIDIA Driver, etc) to turn MR off and re-test by flying for a bit to see if performance has improved enough that 90FPS is achievable without it turned on, because you won't know with MR turned on as it has an impact on GPU performance even if it's not needed. I'm guessing I was under the incorrect impression that having MR enabled had no negative impact to frames, provided your GPU could maintain 90fps the majority of the time (it would only kick in when GPU couldn't maintain 90fps and only for those few moments). Instead, it seems MR puts some significant overhead on the GPU that will force it below 90FPS when the GPU would otherwise be well and truly capable of remaining above 90FPS for the majority of the time. Which now has me wondering about Steam - given that Steam have ASynchronous reprojection whether that is a better way of handling it (at least for those who have rigs that are capable of reaching 90fps the majority of the time) if I'm wanting the ability to use MR when it does dip below 90 for those few scenario's.
  3. What video cards are you running? Could this be related to the VRAM leak?
  4. If you're only connecting for 2 seconds and then disconnecting, my guess is that you're not yet ready for the basket, and you're focusing on the basket, and not formation flying. AAR is all about formation flying (ignoring the basket). Practice flying formation behind the plane near where you need to be, without the basket there first (don't call ready precontact). Keep practising that formation flying until you can fly formation without getting into PIO, or losing your position. Then move closer to the plane, and practise formation flying again, closer to the wings. Again, this is about formation flying - not air to air refueling. Doing this will achieve 2 goals: 1) Formation flying (and practising) is easier, as well as more fun than chasing a darn basket around that you just want to shoot down, and 2) Practising formation flying is practising AAR but removes the temptation of 'focusing on the basket', or 'chasing the basket'. Once you become proficient at that, then get the basket out - but once again - ignore plugging in. Practice flying formation with the probe behind the basket, but don't try to plug in. Keep flying formation on the plane - and IGNORE the basket. Don't worry about where your probe is in response to the basket, but rather just use the basket as an indicator of how much you're moving around in formation. If you need, cancel your intent to refuel to get them to retract the basket and go back to formation flying without the basket until you're OK, and then get them to release the basket again. Once you achieve these 2 goals, the next step is to plug in. But you don't plug in by focusing on the basket and trying to 'get it in'. You plug in just by flying formation flying and making slight adjustments forward. And for the love of all things good - don't focus on the basket after plugging in, but again, just fly formation with the plane. That's the secret. Chasing that basket will leave you forever failing. The "2 second" plugin tells me that your most likely focusing on the basket, which is honestly where we all get it wrong to start with. This trick of formation flying made the world of difference to me. I struggled with AAR. Then I gave up, did formation flying and came back later, and the difference was chalk and cheese. Hope it helps you.
  5. Within the toolkit, you can choose to display stats in the VR window. This is one of the stats that display. While I'm not 100% sure that's what overhead means, it appears from my GPU's sensors that it still has room to move and as I get into more dense areas with higher GPU demands or further away, it appears to change accordingly. However I don't want this to distract from the main part of my question/observation/discussion - which is this: With MR disabled - DCS is reaching 90fps 99% of the time - with no stuttering, frame losses, or performance issues. With MR enabled - DCS rarely reaches 90fps, (maybe 5% of the time), and MR needs to kick in the majority of the time to fill in the missing frames. MR appears to be placing additional overheads on the GPU causing it to drop below 90FPS (and thus then needing MR to be turned on). I was always under the impression that having MR turned on didn't have any negative effects or make any difference while DCS was able to produce it's target frames, and only kicked in when those frames couldn't be met. Instead, I now discover that it's been holding DCS back from reaching those target frames somehow. (I hope I'm explaining myself clearly - I'm getting the impression I'm not being clear with what I'm trying to explain).
  6. I used the open XR VR toolkit and hit Shift+CTRL+F2 in DCS to bring up the toolkit menu in game. Navigated to the tab that contains motion reprojection, and turned it off. Here's an example of what I see in VR (which I flogged off the internet, but is basically the same thing). Thanks for your reply, but you're referring to a different issue with MR to what I am in my OP. When I'm talking FPS, I'm talking about DCS generated FPS. (That's what the counter refers to in Open XR VR Toolkit). DCS generates 90FPS easy with MR turned off (with 30-50% overhead available - the GPU isn't working flat out). But DCS can only generate 90FPS on the odd occasion when I enable MR. Mostly it drops below 90FPS causing MR to kick in, dropping DCS to 45FPS and then it reprojects the other 45 frames. I thought this should only occur during the times when DCS is incapable of producing 90FPS.
  7. Hi, Before continuing I need to state: I'm fully aware that OpenXR will halve my frame rate if it drops below 90fps to lock on at 45fps. (So if DCS is hitting 85fps, I fully expect motion reprojection to downgrade to 45fps while on, and 85fps if it's off - I'm fine with that). However this post is not about performance increase from 45 to 90, but rather staying above 90 far more frequently vs dropping below 90 (whether that be 80fps with MR off, or 45 on). So, first up - am I right? (That if the GPU can hit 90fps, shouldn't it remain at 90fps and only drop to 45fps when needed)? If so - something is very strange. I noticed now that turning MR off has me running at a solid 90FPS, (with another 30-50% overhead available according to the OpenXR toolkit display in the VR window). As soon as I turned MR on... I drop to 45fps for the majority of the time and only hit 90fps occasionally. Have I been running DCS at 45fps for a year when I haven't needed to?!!? Even more confusing, while trying to search the internet to confirm my findings, I'm seeing suggestions that SteamVR is better to use now, and it has asynchronous motion reprojection (meaning that if you drop below 90fps to say 85fps - it will only use motion reprojection for 5 frames to get you back up to 90, so less ghosting, and more use of your GPU, as opposed to Open XR where it cuts the GPU and your frames to half and uses motion reprojection for every second frame). Because I switched from SteamVR to OpenXR quite some time back, and found OpenXR far better than SteamVR, right down to 30fps, I have never looked back to SteamVR. Now I'm wondering, is anyone able to confirm if this has now changed? Is OpenXR (with Motion Reprojection on) now the 'runner up' to SteamVR with MR on? Has anyone switched from OpenXR to steam and noticed an improvement? Is OpenXR moton reprojection now inferior to Steam? And why would OpenXR MR be forcing me below 90fps so often with it turned on, when I hit 90fps and have 30-50% overhead available when it's off?
  8. Thank you for giving me a well needed laugh! She's one-upped Jester. There are some good workarounds here, but I agree with the OP that it would be handy to have an option for an ejection sequence that does not require repeats too!
  9. To answer your question first - no, there's no way to get the old flight model back (short of rolling back to a previous version). The hornet is still WIP, and the update to the flight model I believe is to make it more accurate to real life. (In doing so, it may make some things more difficult to do than before, as it closer resembles reality). I'm not sure if they've made changes to the throttle at all, or whether it's because there have been changes made to the drag part of the flight model that makes the throttle more effective. Kicking in afterburners now certainly seems to be a lot more responsive. For the most part, I'm enjoying the new flight model, and the additional control/AoA/etc that it gives, whilst also finding it a challenge to relearn and refine muscle memory. I understand how some people may see it as a backwards step, especially that it seems more responsive now than previously. However it's definitely not impossible to land without breaking gear - many are doing it. It might not be what you want to hear, but I think it's a matter of relearning the bird a little to get more familiar with how she now handles.
  10. I'd be in favor of this. I'd also be in favor of adding "snap views" for VR as well that would shift the center view accordingly, to allow the view to reset/snap to a different position on all axis (not just left/right like necksafer does). With a couple of new modules in the works where a lot of heads down operations may be involved while programming flight plans into the onboard flight computer, etc, in VR it would definitely save the neck not having to hold a head forward/down position for an extended period of time for the.... aging ones... in our community.
  11. I believe this is correct as is. Yes - it's just been introduced with the latest update, but I'm fairly sure it's correct as per the Operations for the Block 20 F/A18, and the change is to have the bingo behave as it does in real life. Edit: From the ops manual. (A web search on the below text should give you external references to manuals if you wish to double check, as I'm not going to post external links to PDF files here): The “Bingo” voice alert is activated when the BINGO caution comes on. With MC OFP 19C, the ″Bingo″ voice alert sounds every 30 seconds until the BINGO fuel level is set below current fuel on board. The correct procedure is to set a new bingo level. This method ensures that the pilot keeps hearing bingo, incase it's missed during a radio call, RWR or other distractions.
  12. Are you guys please able to advise: a) What version of Windows you're running b) What other apps you have running when DCS. Interesting thing is I'm seeing people with and without this issue (since last update) and just wondering if there's a common thread between those suffering the issue.
  13. I thought it's called the CHOP button because if a student presses it, they risk having some important part of their anatomy chopped off by their instructor.
  14. Thanks for posting an update. I'm excited to see another player to this area, given that there seems to be others that are giving up on the VR market. Great to hear that they sent a replacement headset for you and worked with you to give you the customised fit. For me, no DFR is the biggest drawback with this headset, as DCS isn't exactly performance friendly in VR atm, and even with a 4090 with my Reverb, I find myself having to play tweak the settings too often. Still - it's an option, and the more options available, the better!
  15. Appreciate the video, thanks for posting. For those wanting to save 5 minutes watching youtube, wondering what it's about - it's a way to increase the amount of time you can pause windows updates for (up to 10 years). Just open regedit, navigate to Computer\HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\WindowsUpdate\UX\Settings Create a new dword called FlightSettingsMaxPauseDays and set it to the max days you want (Set it to 3654, and you have 10 years you can pause windows updates for). Then restart (not sure if required) and go to windows update settings, and you have the option to pause for that long if you scroll down the selection of weeks. This will of course pause all updates, not just the major ones. It may be possible to continue doing security updates, etc without upgrading to 24H2 without using this pause, but honestly - I love the idea of pausing updates until I choose "Update now" when I want to do it... you know... like we used to do back in the good ol days when PC's stood for "Personal Computer" and it was ours, not Microsofts.
  16. I was almost expecting him to jump off, and then see a gun show up in front as he ran to cover and started engaging enemies. Could you imagine continuing as a FPS from there.
  17. Why would you bother? What benefits from 24H2 are we going to get that would make it worth going through having 2 OS's installed, Dual boot, taking up room on the SSD, etc. I mean, if there is an amazing feature that Windows is bringing you can't live without in 24H2, then it's an option - but honestly, at this stage, it seems that MS knows how to make things worse, not better with their OS updates, and staying on an earlier one with the security patches still flowing is the more practical option. What really gets me with this is, just like Windows Media Center - it seems independent apps are far better than going with Microsoft ones. I can still run a 3rd party media center app on the current version of windows, but you want what MS developed... you're S.O.L. Strewth - I can run apps from DOS days on my current PC. All this shows me is that if a product is independently, there's probably going to be a way of using it in the future. If it relies on Microsoft - there's a good chance Microsoft will decide to screw us in years to come, whether that be VR, Windows Media Center, or whatever the next thing out is. And all this happening when Microsoft's newest flight sim is on the Horizon... I can't follow their logic at all.
  18. As I live much closer to the date/time line I can give insight from the future, as it's already tomorrow (Friday) for me here. Alas, there is no video released yet. With any luck it will be released yesterday my time - which may still coincide with Friday your time. Cheers from "the future".
  19. It wasn't that great, but i was in one of my humorous moods and made up some fake 'screenshot images' from an aledged leak of the 2024 & beyond video. Basically there was one that said "Soontm framework was getting an overhaul and they would be releasing Soontm v2. More details on the new features will be released... In the future", with a challenge for anyone to read that and not hear Andre Celeste's voice (from How I Play/HIP video's) in their head. There was another one about Spok functionality being added to the Vulkan framework, ED changing their shop to mask real pricing of history purchases incase spouses are able to access the account, and similar quips.
  20. Thanks for the clarification BN. Believe it or not, I started it off originally with a disclaimer - this is a meme, not legit, but removed it thinking it was silly to have that for something so obvious and I'm probably being paranoid, but then after your post I thought "Dang - we're in a bad state when my paranoia reflects where we're really at". Really looking forward to the real 2024 and beyond release. Thanks for all your hard work.
  21. Hi Bignewy, I'm genuinely sorry. The whole idea of the post was with full-hearted respect for ED and DCS while trying to add a bit of humor in the mix. I get that differences in types of humor can be lost between cultures/borders/etc, but the chances of my post being seen as trolling as opposed to the love for DCS is something I never considered, and a line I have no intention of crossing. Good banter between family and friends is a sign of endearing respect as well as humor from my area, and it was only with that attitude that I posted this. However, since you've raised a perspective I've never considered about how the post can be perceived, I've voluntarily deleted the contents of my post to take one less thing for you to worry about. Again, please accept my sincere apologies. DZ
  22. Is there any benefit running with client version of DCS for the multi-thread benefit? (If I recall correctly, the dedicated server is still single thread, or did I miss a change in one of the releases)?
  23. Apologies if I've missed this, but are you saying that you never played DCS until after 34hrs, and this is what you observed? Or are you saying that you played DCS prior to this (like on the first day), closed it, and left the computer running until the uptime was 34hrs and then relaunched DCS a second time and this is the problem that started occurring?
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