TKu 发布的所有帖子
-
Hey Guys, does anyone out there reach solid 90fps on ground level at Marinas yet? (My rig: 13900/4090/Aero/DFR/DLSS) Looks like it is still CPU limited. Do you have the same experience? Just want to confirm my basic setup is working. Background: I'm running nice gfx settings, the only way to archive higher results is to turn down everything that us related to cpu usage. Like scenery, trees etc. to squeeze out a few more fps. (Any complex scripted Mission will totally kill it down to 20fps. Talking about decent ones above.)
-
Full Ack, nothing to add. Also coming from the Reverb. Just a bit extensive over all the years with all Kind of HW Upgrades and VR headsets. Finally happy Spec: 4090+13700k
-
They're out for a meeting I guess
- 17篇回复
-
- 1
-
-
Are you using Vaicom? I suspect it has a bug. I had similar issues ib the past. Try to disable and/or reinitialize. You can manually remove the files from dcs home scripts folder.
-
Works great as intended. I hope sone users would learn what a beta program means. But I hope ED can iron out those issues for them soon as well.
-
In a quick test I did not like it. The HUD showed some kind of ghosting.
-
They simply used supported technology that was available at that time.
-
I switched back to OXR with XrNeckSaver and it works well. I also noticed that reshade 5.5.1 seems to be active and working with OXR and Aero, too. Missing Reshade was the reason for using SVR instead of OXR. I'll check that later in detail, I had only a few minutes to test.
-
It would only require a small code change by ED to identify l/r eye rendering. @dburne
-
Has anyone got vrnecksaver + SteamVr running correctly with the Aero? For me, the positioning on the Z axis is much too low (outside cockpit). I played around with the standing/seated options but still no improvement. Any idea? Thanks.
-
Nope, but if you are patient... Maybe
-
Not supported at the Moment
-
I really want to say thank you for this extension. I have my F-16 checklists in text format over multiple pages. It is really helpful, slim, simple, moddable and works great VR, too
- 881篇回复
-
- 1
-
-
Game development and multithreading will never be able to scale infinitely. We don't have a web server that is supposed to scale with only one number - the number id concurrent requests. The reality is much more complicated. It's more in the complexity of an operating system. You have to build the whole system instead of a dispatching module. They wrote that they're going down a longer path now and that this will be built in multiple iterations. That's rhe way with a legacy codebase/architecture. To my taste can not go fast enough. But some things just need time. I'd like to see more like native linux server support with ipv6.
- 91篇回复
-
- 1
-
-
I'm using Standard Settingd, not much to tweak there.
