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Tepnox

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Everything posted by Tepnox

  1. The game changer for me was turning off ASW-mode in multiplayer. I was having great times in singleplayer (40 fps with ASW with Rift S in the past) but in multiplayer irradic stutters and spiking frame times - sometimes unplayable after some time because of constant stuttering and low gpu usage. I think the irregular frame-times that are quite normal in multiplayer do no good for the ASW-algorithm. I tested this with Rift S, Quest 2 and Quest Pro. It all behaves the same way. So my advice is, if you can live with irregular frames and no motion smoothing give it a try and disable ASW. You could try 45hz forced in OTT (fps is then capped to 40 fps on Rift S) or you can try off - fps goes now unlocked up to 80 fps. ASW-mode off is for me the only way right now to play in DCS VR-multiplayer. Had great sessions online on 4YA highly populated servers with 3-4 hours duration. Give it a try. P.S. And by the way your system should be perfectly suitable for VR in DCS, the 64GB RAM helps also alot when flying on Syria map.
  2. I think most people with Reverb Headsets were not very satisfied with WMR and switched possibly to OpenXR and got better results with that API. So it really depends on the API the headset is using i suppose. I am really pleased with the VR performance in DCS for years - but I only used Oculus (Meta) with Rift S, Quest 2 and Quest Pro so far. Compared to Microsoft Flight Simulator in VR i think DCS is miles ahead in terms of better frametimes and overall performance. The visual fidelity for terrain and weather goes to MSFS for sure. Hope you figure something out and get some better flight times in VR.
  3. I recently had MWS not tracking in the BS3. So it happens from time to time. I don't know about arcade-like behaviour. My assumption was that ED did the A-10C sim trainer for the US military. Presuming we have a near replication of the real MWS in DCS i hope it is quite accurate. And the A-10C MWS tracks alot in current state - thats for sure.
  4. Can we please have the control input for switching Shkval between 23x / 7x with a single button? Other 2 way-switches already have this control option (AP/HE and fire rate HI/LO for example). Thx.
  5. Needs fixing or wait for mod - i think the BS2 had a mod for removing window reflections, don't know if these mods work for BS3.
  6. Can we please have a Cockpit Camera Shake slider in specials tab similar to Hind, AH-64? The camera Shake with high speed / hover feels nauseating in VR at least for me. Thx ED.
  7. I think it is obvious that George has some issues with trees or group of trees in line of sight. I made a little track file for this issue - see attached. George AI messages (Target lost) really get out of hands when doing a complete turn away from the target in low altitude. It seems like, even when the TADS technically can not have a sight (outside of maximum viewing angle), he reports further and further. I really need George to shut up - quite unpleasent right now flying the Apache in low altitude combat mode. Hope this can get fixed via hotfix. I agree poor George needs a break for christmas. So silence him please with that specific line-of-sight command until fixed. AH64-LOS-George.trk
  8. This is mostly the case when using the default Instant Trim Mode (Under Options / Specials for KA-50 III). Try the Central Position Trimmer Mode. In this mode, you need to reset your joystick into center after pushing the trim button (joystick movement gets locked until then). The jumping of the dampening should be less severe now.
  9. Did you use modifier buttons? I once had this issue when a modifier button was not set. When importing a profile, the modifier buttons don't get imported and this could cause this issue. I remapped everything fresh for BS3, no issues here so far. Maybe try this if nothing helps.
  10. I think too this has to do with the line of sight of george. Sometimes he has to be pixel perfect on the target or he refuses to shoot. Raw yaw inputs doesn't help either. I simple shoot the Hellfires myself since whe have the "No Weapons" option for George AI. I let him lase and fire the missile myself. Small controls input still required or he will overshoot / undershoot the target. Even manual LOAL works acceptable this way (find target - laser is disengaged, fire missile behind hill / obstacle - bop up and let George lase for final missile approach). I generally think the controls are still too sensitive in many ways and the flight model and SAS needs still improvements.
  11. I assume you play in VR with the Quest 2 via Link Cable? What setting for the encoding bitrate do you use (Oculus Tray Tool or Oculus Debug Tool)? There are some edge-case scenarios where compression via Oculus Link is lightly visible in DCS. I think the standard encode bitrate is 250-300 Mbits via Link Cable and only 150 Mbits via Air Link or Virtual Desktop. I play on Quest Pro with Link Cable and setting the encode bitrate to 500 Mbits and disabling dynamic bitrate got nearly rid of any compression artefacts (this applies to Quest 2 too). The overall image still gets compressed that is in the nature of the USB-C connection (sadly). Currently I am using these Quest Link Settings via Oculus Tray Tool - maybe you want to try some settings for yourself:
  12. Sure thing (don't mind the 1920x1080 - I play in VR so this setting doesn't matter): Nothing special in NVIDIA Panel, but here you go:
  13. I tested this on my end in 2D-mode and it works as intended: MIRRORS OFF (166FPS): MIRRORS on but inactive (166FPS): MIRRORS ON and active (128 FPS):
  14. When unticking the "enable HMD Mask" option it only works for the current play session in-game. If you exit DCS and restart, the game starts with the HMD mask enabled every time (even if the option is still unticked). You have to go in-flight into the VR options each time, now the HMD mask disappears (by opening the VR options). Could you please check if this is working as intended?
  15. Yea, what is new to me is that sometimes DCS just freezes (primarily in Multiplayer) using VR. But no crash window or crash report window. Not even an error log. Never had that prior to 2.8.0.32235.1
  16. Can`t confirm this on my end. Tested this on Caucasus and Syria Map. GPU load only increases when having mirrors on and enabled. No mirrors has the same effect like blank mirrors, so the same. You sure you are on Open Beta?
  17. Well, my unit is going back. It was not possible for me to fit the Quest Pro comfortably. No matter loosening or tightening the strap. It has something to do with the individual forehead structure and the forward contact area of the headset, which is small and not very flexible in this case. If you have a little bigger forehead, the headset wouldnt fit well. The lenses were never centered in front of my eyes and always too high. Quite disappointing because the clarity, sharpness and brightness of these lenses is really great. Such a shame that there is no possibility for another headstrap mount. Now it is quite difficult to go back to my Rift S. The difference is very huge. Guess I will try the Quest 2 next. Whatever...
  18. I got my Quest Pro yesterday and tried some configs. Coming from a Rift S is a huge step forward with enormous clarity on short and medium distance objects in DCS. I am not satisfied with the headset comfort right now, there is a lot of pressure on the forehead. The surface area for the forehead is smaller than with the Rift S. Much more pressure marks on my head. Needs more testing in the next days and weekend. Will report back.
  19. It looks like this issue is fixed with OB 2.8.0.32066. Thx ED!
  20. I can confirm this is exactly what I found out. Mirrors on (including reflection) has the same GPU load impact as Mirrors completely removed. Only the second option (Mirrors are shown but not the reflection itself) reduces the GPU load. I fly in VR and the GPU load with/without mirrors on the Hind can be a difference of up to 15 % headroom. So It would be nice, if this could be fixed.
  21. I currently use OTT with 1.4 SS on my Rift S: And these are my settings in-game right now: Cheers!
  22. Playing with this for the last 3 days in the Apache in Singleplayer. Pretty cool that the enemy infantry spawns are running around the town. Having a blast with the 30mm ;D
  23. I found out that the standard radio frequency for the Wingman is wrong and not noted anywhere. I solved this when enabling simple communication in the menu. Now if you contact the wingman on VHF, you see the correct freq. automatically and he is answering. So in short, mission maker error and the freq. is not listed anywhere in the briefing. Freq. for Wingman is 127.500
  24. I fly with constant 40fps with motion reprojection on Rift S. Stays 40 fps with / without PNVS. GPU load climbs from 70% to 85%, thats it. So no framepacing or FPS-drop issue here. Its stuttery with slow and fast head-movements. The picture in boresight or no head-movements is fine. Very short Track for you attached. First PNVS left to right, then TADS left to right. Thx mate. PNVS-Stuttering.trk BTW: My settings for cockpit display resolution is set to 512 every frame. When changing to 512 (without every frame) it stutters alot more.
  25. I am with you. I fly the Apache in VR and it is very noticeable with the PNVS compared to the TADS. The response time and movement is of course better with the PNVS (TADS takes longer) but it shouldn't be that "stuttery". The PNVS definitly needs some more fine-tuning in smoothness.
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