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Vitralette

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Everything posted by Vitralette

  1. I will just repost what I already wrote regarding resolution. x1.7 will indeed result in native resolution for the sweetspot of the quest 2. Everything lower is undersampling. No other program shows any problems with these settings except DCS. But, just to answer the question, the problem persists for any other resolution tested (down to 1.0 @ 72hz). The reference given here is not some guy (Volga Aksoy) on twitter but one of the lead devs on the quest 2.
  2. Well could be that things changed through the updates. At the time of testing these were my findings for my system. Due to the fact that the problem described in this thread was never addressed by the devs nor was anybody here apperarently able to solve it, I mostly quit the game, so I never followed up on this config. It's a shame really, but you can put all the budget into dynamics and systems as you want, if the engine sucks, it sucks.
  3. Bump. Issue still persists. This Issue is still the reason why do not spend any additonal money on the product.
  4. Don't use Oculus Tray Tool (OTT) because its not being supported any longer by the dev. If you have to then leave all settings to default. Meaning PD = 1.0. Oculus Debug Tool (ODT): Same as OTT. Leave everything at Default. "Pixels Per Display Override" = 0 (same as PD =1.0). DCS - PD = 1.0 The only slider you crank up until your PC melts is the render resolution slider within oculus software. If you can set it to max (5408x2736) your Q2 will run at native resolution without any up or downsampling.
  5. I have extensive experience with the Varjo XR-1 used for flight simulation due to my work. So I can't give you a comparison against the G2 but against the Ferrari of VR/MR (at least it was until the XR-3 came out about a month ago). It still has way higher sweet spot resolution than the G2 (XR-1 60 ppd vs. G2 22ppd). Compared to the eye-wateringly expensive "human eye resolution in sweet-spot" of the XR-1: Has the XR-1 higher resolution? Yes. Much better? No. Is there a "oh my god this is amazing compared to Q2" in the XR-1? No. Price to Performance? Q2 blows everything else on the market out of the water. So to say I am impressed with the Q2 would be an understatement. Ontop of Oculus Link providing a brilliant PCVR experience due to ASW support, you also can use it in wireless mode via Virtual Desktop which works flawlessly (e.g. Half Life Alyx). Though this may not be of any interrest to you if you are only looking for a device for seated simulation. But to me this is an immense feature. I am certain that wireless VR is the short term future, once Virtual Desktop is able to add ASW or a similar technology into the mix (ATW is already supported).
  6. Thanks @Waltan, but it didn't do the trick for me. Tried that setting before messing with the ingame settings. @speed-of-heat yeah but many people seem to tick that one on at one point or another. I've seen people mentioning this in a similar context before.
  7. Slider in Oculus Software to max, if your PC can handle it. I would not recommend using OTT anymore since the developer stopped the support. https://www.reddit.com/r/oculus/comments/5okoju/oculus_tray_tool/ Pixel Density in OTT or ODT (Oculus Debug Tool) to 1.0 (in ODT that is just a 0 for default settings). I would also recommend to leave every other setting in OTT or ODT at default because since Link v.23 that stuff is all tuned automatically based on your slider settings, except for forcing ASW of course. Ansonsten auch gerne auf deutsch
  8. Oculus App lets you set the render resolution not pixel density. To achieve native resolution (3664x1920) in the sweetspot you will need to set render resolution to 5408x2736 (due to lense barrel distortion). This is the most confusing part about the Q2 setup because most people think setting the slider to 1.7x at 72Hz or 1.5x at 90Hz (=5408x2736) is a supersampling multiplier, which it isnt. This Tweet by Volga Aksoy explaines this.
  9. I am baffled by how little the impact of the DCS graphics settings are for high resolution HMDs. So here is a list of things that don't make much difference and only use resources for the Q2 set at native resolution (5408x2736 render resolution): Textures - For the Hornet this doesn't make any difference for the cockpit, your aircrafts may vary. Airframe textures, runways etc. are lower res but I don't care about that. Set it on low, saves VRAM. Terrain Texture - Doesn't make a difference on Caucasus. Set it on low, saves VRAM. Visible Range - Distance at which buildings (not aircarfts or ground targets) are rendered, also the distance at which the terrain is getting rendered based on your terrain texture setting. If I wanna go sight seeing im gonna play MSFS2020. I put it on low. Res. of Cockpit Display - Only effects the resolution of rear view mirrors. Since rear view mirrors are bugged and half your frame rate gets killed when activated you never wanna have them on, so put the resolution to 256 in case you accidentially activate them MSAA - no difference ingame (shockingly), doesn't improve shimmer OFF (in case it wasn't already) SSAA - no difference ingame (shockingly), doesn't improve shimmer OFF (in case it wasn't already) Reload Radius - no difference 100 Anisotropic Filtering - no difference (shockingly), maybe less impact because Nvidia "texture filtering anisotropic sample optimization" was ON during testing OFF Most of these settings don't come which a significant performance impact on hardware (except MSAA) thus I was just putting them on higher settings. I mean if it comes free but I can't really tell the difference I rather take it right ? Apparently wrong. Now that I am using the opposit strategy by only activating settings that I can actually measure with my eyes ingame the problem seem to have solved itself. Maybe because less VRAM is used (although all tools still show that it's maxed of course ...) or maybe any of these settings is bugged (just like res. of cockpit display).
  10. @ppokit I might have good news for you. I tried a new set of settings which seem to have removed the gpu firewall of death. Now, I am currently still evaluating, but I did about 5 sessions now over half an hour with no problems (which wasn't possible before). Doesn't mean it can't come back and this was just luck but it looks promising. I wanted to wait for a write up till I figured out which setting exactly change the behavior but I would appreciate if you could test these and post our results. I lowered both textures and clutter in order to conserve VRAM. I dont see any difference in the Hornet cockpit, but I am using this mod Clean cockpit for the F-18 (digitalcombatsimulator.com), so this may explaine why the setting has next to no optical impact. I also turned of preload, also no difference ingame nor are the loading times longer. Dunno what it really does. Nvidia Vsync on fast is really important I already tested that. Render resolution in Oculus App is your choice. I realized that at 90Hz the difference between 1.5x and 1.3x is marginal (at least in DCS for some reason) so you can save a big chunk of performance there. But with these settings and 1.5x I still have about 30% headroom with ASW45fps enabled so I just crank it up. The rest needs more testing regardings its importance. I'm gonna follow up soon.
  11. Well yeah I seen some of these posts and people keep bringing up VRAM, but I've jet to see real evidence that VRAM is actually a problem. I've someone got a link to a thread where this gets actually shown I'd really appreciate it. That DCS is using ungodly amounts of VRAM is definitely true (MSFS2020 VR on ultra textures only reserves 7.2GB for example), but that this in turn leads to instant fps break downs once a mysterious threshold is reached isn't obvious to me. Continous performance degredation? Sure.
  12. Could you be so kind and explain how a full VRAM is actually effecting the system? Fom what I "understand" is that once the VRAM is full it starts to copy data into RAM which can lead to FPS drops, ok makes sense. What I do not get tho is why I can fly for 30mins with a full VRAM right from the start and THEN all of a sudden it is a problem (as can be seen in the data provided 3 posts up)? I checked if maybe the shared memory is getting filled up (would then start to copy to pagefile/ssd) but that is not the case, at least it's not getting reported by either TaskManager / GPU-Z / Afterburner. Maybe this whole thing boils down to me not understanding VRAM usage at all Thanks in advance!
  13. May I ask what happened to your G2? If this can even be determined at this point Anyway sorry to hear you had a bad experience with it. I also have this feeling that I can provoke it to happen by opening F10, going external etc. But then again, as shown by the example runs in the prior post it will also happen without using F10 at all. After the GPU spike I had another look at background processes and found desktop windows manager (dwm.exe) was using almost 20% of GPU 3D rendering resources! Now this was very variable, switching between 0% and 20% - maybe the reason I didnt register this the first time looking at the processes. Now I do not know if this is normal behavior. This could be just because I need to look at TaskManager thus triggering dwm.exe to do something. But I checked how much its using in idle and it stays around the 0% mark. During ingame GPU spike - dwm.exe GPU usage reaches 20%! Idle - dwm.exe GPU usage hovers around 0% Edit: I reactivated the integrated GPU and then told Windows to use the iGPU for dwm.exe. Now the dwm.exe doesn't go above 10% and is running on the iGPU. The issue remains tho, the only thing changed is that dcs.exe is now using the full 100% of the dedicated GPU . But at least I can rule this one out.
  14. Today I was able to fly for 30 minutes on a MP server with about 10 players. Everything went smooth. After landing I restarted DCS in order to see if I could reproduce the problem or if I would get another clean run. Unfortunately the problem was right back the second time around. Same server same amout of players. After 10min I hit the GPU wall as described in the inital post. Good thing about that is that I can now provide some data. First Run - Solid 45fps for 30min (on MP server with ~10 players) Second Run - Hitting the wall after about 10min (same server as Run 1)
  15. Yes I get the same behavior but only ~50% of the time this trick actually works for me. Half the time when I tab out and back in I get the frames back, half the time it still is stuck until restart. I was under the impression that if DCS is not the active window I get the little notification onscreen. Maybe this notification is unreliable? I did check if any other processes are robbing resources but not if they are stealing the active windows status. Is there any other way to monitor this? The Quest 2 is my first personal (consumer) HMD but I've extensive experience with the Varjo XR-1 used for flight simulation due to my work. So I can't give you a comparison against the Rift S but I can give you a comparison against the Ferrari of VR/MR (at least it was until the XR-3 came out about a month ago). First of, when it comes to the Q2 pixel density > 1 is not a relevant parameter anymore (for my system at least). When running at native resolution the quality in the sweetspot is stunning. To achieve native resolution (3664x1920) in the sweetspot you will need to set render resolution to 5408x2736 (due to lense barrel distortion). This is the most confusing part about the Q2 setup because most people think setting the slider to x1.7 (=5408x2736) is a supersampling multiplier, which it isnt. This Tweet by Volga Aksoy explaines this. So if your systems is able to run 1:1 app-to-display pixel ratio (PD = 1.0) you are already getting a crystal clear image, no need for supersampling. This is also the reason I never considered the G2. Spending alot of money on high res panels which I'm probably never be able to properly drive doesn't sound appealing to me. Regarding bitrate: I personally leave at 150 because I never encountered any noticable compression artifacts. But you could crank it up to 500. I never saw any difference. Compared to the eye-wateringly expensive "human eye resolution in sweet-spot" of the XR-1: Has the XR-1 higher resolution? Yes. Much better? No. Is there a "oh my god this is amazing compared to Q2" in the XR-1? No. Has the XR-1 a better FOV? Same. Price to Performance? Q2 blows everything else on the market out of the water (price being your soul I guess) So to say I am impressed with the Q2 would be an understatement. Ontop of Oculus Link providing a brilliant PCVR experience due to ASW support (unless you are struggling with DCS quirks ofcourse), you also can use it in wireless mode via Virtual Desktop which works flawlessly (e.g. Half Life Alyx). Though this may not be of any interrest to you if you are only looking for a device for seated simulation. But to me this is an immense feature. I am certain that wireless VR is the short term future, once Virtual Desktop is able to add ASW or a similar technology into the mix. Let me know if you want to know any other specifics regarding the Q2
  16. This post looks similar to this issue Major, Sudden FPS Drop I never thought about it but yes I was always testing in the Hornet, and of course in MP the amount of missiles in the air is way higher then most SP missions. But then again the framerate seems to return to normal after exiting mission/server which it does not for me
  17. HPET is turned off. Regarding the VR Shader MOD by Kegetys - Initially I used it with great results, as you are also recommending it in your guide I was wondering if there is a version which passes IC which im not aware of, or are you only playing single player or servers without IC ?
  18. Thanks, will try your suggestions and I just figured out how to tag someone . I played around with Nvidia setttings quite a bit but never were able to see any real difference regarding visual quality or performance, not enough at least to rule out placebo. Prior to the 100%GPU wall these settings run perfectly smooth on my system, no lag no stutter no frame drops. I mainly set those based on guides I found online by vr4dcs and Lukas S. / Wolta and then dialed almost all of them back to default for testing. Next I will have a look at the guides you posted for 3090G2 and 1080Ti, havent seen them befor and looks to be some good information!
  19. I also tested all the way down to 1.0 @ 72Hz = 3616x1840. Same behavior. Interestingly the amount of VRAM used (not allocated) stays the same. After a couple of minutes it will be maxed out of course 8/8Gb but that doesnt trigger the 100% GPU issue. VRAM will stay maxed in singleplayer indefinetly without any issues. My first thought was that the issue occurs when VRAM is full and shared dedicated memory kicks in. But since the VRAM is filled up instantly and the frame crash happens much later this didnt make much sense to me?
  20. GPU and CPU keep their frequencies all the way. I checked if any other processes are snatching resources but unfortunatly no luck. Set the priority class of DCS.exe and OVRServer_64.exe to high via ProcessLasso just to be save. Didn't do anything. Temps are toasty but nothing out of the ordinary. GPU will go as high as 70°C when pinned at 100% while CPU is hovering around 50-60°C at a load between 50-70%. But in case the frequencies reported in Afterburner are a lie I checked for thermal throttling, power limit throttling and current limit throttling via Intel Extreme Tuning Utility Stress Test. Nothing to be found.
  21. Hello everybody! First time posting and it’s gonna be a long one. I am currently chasing the elusive VR Dragon and my adventures lead into a dark and damp cave. So I stand before you in hopes of illumination of the colorless fog surrounding my problem. I am using the Quest 2 via Link. I don’t need high environmental graphics, but what I do need are stable 45ASW frames and a readable cockpit. After extensive optimization I made DCS run beautifully. So, problem solved for single player I guess – lets make multiplayer work next. And this is where the problem starts. Of the bat the performance is still great. 45ASW stable at 60-70% utilization, so there is plenty headroom. But after a variable amount of time spend on the server (1h / 30min / 10min) the GPU utilization suddenly ramps up to 100% (step-input like) and will stay there for no apparent reason. FPS drop to anywhere between 10-20. GPU will stay pinned even after leaving the server. Only after closing DCS will the GPU return to “normal” behavior. Returning to the server will yield another 10-30min of perfectly smooth flying until it hits the wall again. In a thread discussing importance of VRAM @Hawkeye_UK posted a paragraph where he pretty much describes exactly what I am experiencing here. He describes it as a function of respawing, changing aircrafts or opening F10. Tho it does seem like those action accelerate the occurrence of the GPU going up in flames I also experience this by just flying a single airframe. After 10-30mins BOOM 100% GPU, Game Over. I tried virtually everything I could dig up – but the bottom line is no matter how low I turn the graphics this behavior will still occur. Tested on low (~5 player) and high population servers (~15-32 players). So this is more or less a sanity check for me. I would really appreciate if anyone could tell me if there is something that can be done about this (e.g. getting more VRAM ☹) or if this is known and accepted behavior. System Specs CPU Intel i5-8600k | 4.8GHz GPU ASUS GeForce RTX3070 Dual | 1980MHz | GDDR-7000MHz | 8GB RAM G.Skill Ripjaws V DDR4-3200-CL16 | 32GB SSD SAMSUNG 970 EVO Plus NVMe M.2 | 3.5GB/s HMD Oculus Quest 2 | Oculus Link USB 3.0 | ASW 45fps forced | 5408x2736 DCS Settings Nvidia Settings Oculus Link Settings
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