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VirusAM

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Everything posted by VirusAM

  1. VirusAM

    DCS 2.9

    Fabio, la mia era una battuta.... Non conosco i piani ED a lungo termine... Riguardo il dlss hanno spoilerato loro stessi e mi sento abbastanza tranquillo nel confermare che è dietro l'angolo. Per il resto analizzando le informazioni già pubbliche...di Vulkan si parla da anni...e pochi mesi fa hanno confermato di avere l'engine funzionante sia DirectX che Vulkan. Riguardo la world map, spero di sbagliarmi, ma mi stupirei se fossimo al di là della fase di design. Questo per dire, che il passaggio a Vulkan è molto più vicino che la world map....almeno a logica....quindi forse 4.0 per la world map. (ripeto mia personale analisi ed opinione...nulla a che vedere con il mio ruolo di tester per ED).
  2. Yes, as with any other game supporting dlss, it will be a graphic option. The aim of these technologies is to improve performance...how much?it depends and it will be different per user
  3. VirusAM

    DCS 2.9

    Non per scoraggiarti....ma in informatica ....dopo la 2.9 può esserci la 3.0... Ma può anche esserci la 2.10 [emoji1787]
  4. Thanks...does that mean that we can use eye tracking in DCS with Virtual Desktop?
  5. A me (mfssb + grip f16) ha fatto Amsterdam, Francoforte, Parigi, Torino e poi finalmente Roma
  6. I would like to purchase a tablet with pen for interacting with kneeboard in VR. I read that the best option would be wacom intous s...does the bluetooth version works as well? Would you (guys here) advice it or, a wired cheaper solution like the Huion 640p works better? Thanks
  7. Hi, I recently purchased a WW f-16ex stick with mfssb base. In the past I used real simulator FSSB r3, I got rid of it only because I fly many aircraft. But winwing came with a way cheaper solution which for less then the price includes also a very good grip (RS comes at 650 euro base only including shipping and taxes, WW with the new EU store 450 euros all included). The winwing solution is quite good honestly, and theoretically it could also be converted into a traditional joystick which moves, but in comparison to the realsimulator it still lacks some solutions, some could be software solvable, others needs hardware solution. I would like to know if someone came with some interesting solution here. I applied my previous knowneldge learnt in my RS user experience...so I did setup different forces for left/right roll (from a famous NASA study it is 8lbs/6lbs so a 133% difference) So I applied the values visible in the picture below: I also removed the default settings for deadzone, as I find that the DCS F16 has already a built-in dead zone simulated in the FCS, 0% deadzone would be ideal, but then the axis were not centered anymore, so I found that 5% deadzone is a good compromise as it leaves a good sensibility around the center, but the axis are always centered. Now, what is missing. - An easy one fixable by software (@winwing is someone from you in this forum) is the 12° rotation of the axis, in fact due to ergonomic reasons in the real F-16 the sidestick is mounted straight and tilted forward, but the axis are rotated 12° towards the right. Other MFSSB users, with the stick mounted as sidestick) will confirm that if they "move" the stick without watching they will end applying also indesired roll motion (for example when trying to apply full force backward). Realsimulator added the possibility to shift the rotation of the axis, so I think it should be easy for winwing to add. - the second thing is an hardware limitation, I am talking about the forward tilt and in the past people with thrustmaster warthog/cougar grips came with the solution of a 3d-printed tailpipe for the stick. Realsimulator also offers such a tailpipe for their grips. A solution would be to mount the base on an inclined plane but probably it would falsify axis readings... So Is there some genious here which came with some solution to this? I leave here some references: NASA flight simulator study https://www.nasa.gov/centers/dryden/pdf/88752main_H-2512.pdf Topic on the 12° rotation https://www.f-16.net/forum/viewtopic.php?f=23&t=24779 Pictures My settings: Nasa Flight sim gear Motion forces (break out should be a sort of dead zone) Sidestick diagram
  8. Added pictures and pedals
  9. Ti è rimasta appesa per qualche motivo la pratica di PayPal. Quando è così ti conviene rifare, rimarrà sempre in attesa
  10. bump - added Alpha Grip (pictures to follow).
  11. The throttle has not any vibration. The vibration is in the joystick base
  12. Roger that
  13. I can help wrapping up the bugs @mbucchia mentioned, but I will need some support for reproducing and explanation. Then what can be done it's up to you (ED), if something has to wait Vulkan it is ok...other things may be easier to address.
  14. @BIGNEWY maybe you as VR user yourself could bring this to someone's attention-...
  15. I don't use it...but from what I understand are two completely different programs. With the way you can copy/paste coordinates directly into the aircraft systems (from f10 map). With the scratchpad you have just a notepad window inside DCS to write down stuff.
  16. I meant for the debug tool is not needed.
  17. Developer mode is not needed for the proximity sensor. And also enabling developer mode are just some switches in the software and creating an account. If you want to use eye tracking it is mandatory. Why do you want to glue the sensor?
  18. Mt for now is just separating rendering thread from the other parts of the simulation. Probably (just my guess) more multithreading will come in the future.
  19. I will try to answer you. Foveated rendering is useful if you are GPU bound. While if you are CPU bound it can worsen your performance. Mbucchia can of course be more precise and clarify more. What are your specs?
  20. Probabilmente la differenza corrisponde alla variazione magnetica (dipende anche dall'anno). In ogni caso se allinei gli steerpoint nel mission editor dovrebbero comunque rimanere allineati
  21. You need to check the VPforce discord
  22. Surely the nttr is the easiest map on the hardware Vr or not
  23. Beh il rift s è fuori produzione da un po' ma dovresti trovarne di usati tra 200 e 250 euro. Da nuovo costava 450 euro all'uscita, e 350 quando dovevano dismetterlo...per cui 1000 euro sarà qualche furbo. Il quest 2 non è male, ma non è un visore nativo per PCvr per utilizzarlo occorre un cavo USB con certe prestazioni e l'immagine viene compressa dalla tua scheda video e decompressa dall'hardware del visore con annessi aumenti di latenza e di carico sulla scheda video stessa... inoltre ha una risoluzione più alta rispetto al rift s...per questo personalmente considerato il tuo hardware non lo consiglierei...certo su Amazon lo trovi al prezzo ufficiale e nel caso puoi renderlo non dovesse soddisfarti.
  24. Well..it's math, not my personal experience. Simply less than 16gb vram is not suitable for a good VR experience with high texture settings. When low of vram you will have plenty of stutters caused by swapping to system ram and from system ram to disk. You also have to consider what is a good experience for different people. Personally I cannot use VR if my fps are below the ASW (oculus reprojection tech) threshold. So maybe you could stand some dips of frame rate without noticing and now something is different for you
  25. That is simply not possible, last year I had a 2080ti and "only" 11gb of vram, and I absolutely had to use low terrain textures and medium textures. Only when I upgraded to the 24gb 3090 I could change the settings to both high
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