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Rosly

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  1. The modes are not synchronized as well. FCR can go into bananas mode when switching between PLT and CPC back and forth. We are able to scan ground targets behind the bird while in AA mode.
  2. Set EPU to off. This is deviation from standard ED startup which everyone are used to.
  3. @BIGNEWY any plans?
  4. Bump
  5. Seems plane placement logic was changed in latest update DCS 2.9.9.2280 and now planes are placed literally over the hangars.
  6. All missions broken. Campaigning is unplayable at this point.
  7. Can we get mouse center keybind in UI or Common? It is really important for VR as we constantly trying to find this lost cursor to click in cockpit. Also as mouse cursor is following the view, with this function we can simply bind it to one of the joy to recenter pointer on view port, than simply look at given button and use right/left mouse binding to click on cockpit stuff without need to touch a mouse! Extended version would be "save mouse cursor position" and "restore mouse cursor position" in order to place it in position convinient for your VR headset instead of center default. Ideal would be to also add two axis commands (or direction keybinds as well) to move the mouse cursor with HOTAS mini joystick.
  8. This is debug string for exception handler added by compiler on building. This is coming from ED, not my environment. I can attach longer logs but I made this report for ED devs. The stack trace is what they are looking for. The crash is 100% reproducible on entry to any mission with MSAA enabled on VR with Quad View rendering.
  9. Yup seems we are talking the same thing, but this part I didn't known! Thanks!
  10. Can you point out where to do it? If you are talking about "Image quality" presets in Varjo Base than this is not allowing you to change peripheral and focus separately. Those presents are not as good as what mbucchia is adjusting. Btw: This will disable request for XR_VARJO_foveated_rendering altogether. Unless tou have mbucchia installed it will make your setup Fixed Foveed Rendering. Mbucchia layer forces this setting if installed.
  11. If you do 6) than ForceFoveatedRendering = 1 by 4) is not needed. Actually 6) is enabling XR_VARJO_foveated_rendering by DCS which was previously forced by mbucchia + to all above mbucchia mod uses smaller "high res view port" and lower resolution for "peripheral res view port" so installing it will still improve performance (less pixels to draw with no impact on visuals). It not needed due 6) but also gives me ~15 fps extra (as @motoadve mentioned in his post).
  12. 2024-10-16 18:51:47.701 INFO EDTERRAINGRAPHICS41 (10304): surface5 gc() LOD 0 0 squares 2024-10-16 18:51:47.701 INFO EDTERRAINGRAPHICS41 (10304): surface5 gc() LOD 1 0 squares 2024-10-16 18:51:47.701 INFO EDTERRAINGRAPHICS41 (10304): surface5 gc() LOD 2 24 squares 2024-10-16 18:51:47.701 INFO EDTERRAINGRAPHICS41 (10304): surface5 gc() LOD 3 6 squares 2024-10-16 18:51:47.701 INFO EDTERRAINGRAPHICS41 (10304): surface5 gc() 0.339100 ms 2024-10-16 18:51:47.728 ERROR GRAPHICSCORE (10304): Failed assert `source.getDesc().msaa == settings.msaa && dest.getDesc().sizeX == source.getDesc().sizeX && dest.getDesc().sizeY == source.getDesc().sizeY` at Projects\GraphicsCore\Source\GraphicsCore\RenderGraphStuff\ToneMapperModule.cpp:109 2024-10-16 18:51:47.794 WARNING LOG (4792): 1 duplicate message(s) skipped. 2024-10-16 18:51:47.794 ERROR GRAPHICSCORE (10304): Failed assert `depthBuffer.getDims() == dims && depthBuffer.getMSAA() == msaa` at D:\Projects\Buildworker\nevada_testing\build\Projects\render\renderer\Include\rwrappers\inl/FrameBuffer.inl:335 2024-10-16 18:51:47.794 ERROR DX11BACKEND (10304): depth buffer gbufferEdgeMask2 (1020x1020) must be the same size as color targets (1444x1236) 2024-10-16 18:51:47.794 ERROR DX11BACKEND (10304): Failed assert `false && "depth buffer must be the same size as color targets"` at Projects\render\dx11backend_win8\Source\DX11FrameBufferManager.cpp:101 2024-10-16 18:51:47.795 INFO EDCORE (10304): try to write dump information 2024-10-16 18:51:47.842 INFO EDCORE (10304): # -------------- 20241016-185148 -------------- 2024-10-16 18:51:47.842 INFO EDCORE (10304): DCS/2.9.8.1214 (x86_64; MT; Windows NT 10.0.19045) 2024-10-16 18:51:47.843 INFO EDCORE (10304): D:\Steam\steamapps\common\DCSWorld\bin\dx11backend.dll 2024-10-16 18:51:47.843 INFO EDCORE (10304): # C0000005 ACCESS_VIOLATION at 00007ff90e27af67 00:00000000 2024-10-16 18:51:47.844 INFO EDCORE (10304): SymInit: Symbol-SearchPath: 'D:\Steam\steamapps\common\DCSWorld\bin;', symOptions: 532, UserName: 'rad' 2024-10-16 18:51:47.844 INFO EDCORE (10304): OS-Version: 10.0.19045 () 0x100-0x1 2024-10-16 18:51:47.845 INFO EDCORE (10304): 0x000000000001af67 (dx11backend): RenderAPI::DX11Renderer::setNewFrameBuffer + 0x37 2024-10-16 18:51:47.846 INFO EDCORE (10304): 0x0000000000019a68 (dx11backend): RenderAPI::DX11Renderer::pushFrameBuffer + 0x68 2024-10-16 18:51:47.846 INFO EDCORE (10304): 0x000000000000bc04 (GraphicsCore): enlight::AtmosphereWrapper::precompute + 0x3C4 2024-10-16 18:51:47.846 INFO EDCORE (10304): 0x0000000000037773 (GraphicsCore): deferredShading::SSS::~SSS + 0xCA3 2024-10-16 18:51:47.846 INFO EDCORE (10304): 0x0000000000094ad8 (GraphicsCore): render::MotionBlurModule::~MotionBlurModule + 0x4B8 2024-10-16 18:51:47.846 INFO EDCORE (10304): 0x0000000000058877 (GraphicsCore): render::BaseRenderingPass::execute + 0x27 2024-10-16 18:51:47.846 INFO EDCORE (10304): 0x0000000000058fbf (GraphicsCore): render::BaseRenderingPass::execute + 0x76F 2024-10-16 18:51:47.846 INFO EDCORE (10304): 0x000000000005deb7 (GraphicsCore): render::RenderGraph::render + 0x317 2024-10-16 18:51:47.846 INFO EDCORE (10304): 0x0000000000028052 (SceneRenderer): DCSSceneRenderer::renderBakedRenderGraph + 0x42 2024-10-16 18:51:47.846 INFO EDCORE (10304): 0x0000000000169c6b (Visualizer): smSceneManager::regLua + 0x139B 2024-10-16 18:51:47.847 INFO EDCORE (10304): 0x0000000000153a34 (Visualizer): smCamera_Implement::getClipRegion + 0x1BE24 2024-10-16 18:51:47.847 INFO EDCORE (10304): 0x000000000013dc8c (Visualizer): smCamera_Implement::getClipRegion + 0x607C 2024-10-16 18:51:47.847 INFO EDCORE (10304): 0x00000000001581d2 (Visualizer): smSceneManager::DestroySceneManager + 0x1202 2024-10-16 18:51:47.847 INFO EDCORE (10304): 0x0000000000032451 (edCore): ed::thread::_get_current_thread_id + 0x71 2024-10-16 18:51:47.847 INFO EDCORE (10304): 0x0000000000021bb2 (ucrtbase): _configthreadlocale + 0x92 2024-10-16 18:51:47.847 INFO EDCORE (10304): 0x0000000000017374 (KERNEL32): BaseThreadInitThunk + 0x14
  13. If you do not need QV you do not need to enable those options.
  14. Heh. Hope knowledge about this will reach more folks! Somebody in Varjo should get to work.
  15. Woooahh I was thinking this is only my problem! So here you have it. You see the same thing as I. varjo 4.x is the issue! I'm using 3.x line in order to mitigate this crazy tree draw distance issue (I cannot stand it) as well as the performance problem. Basically using 4.x I have 75fps on Viper free flight missions low level when on the same NVidia driver, same everything but Varjo 3.x I have solid 90. Both with VQ of course, set in Varjo base and DCS. Thought eye tracking option on 3.x with mbucchia script cause the center spot to be wrongly rendered. With eye tracking option dossabled while QV option enabled I have best performance and no issue. This os expected as eye tracking part the mbuchia script is actually forcing and probably messing around. Try 3.x Varjo base + mbuchia and + only the QV option in DCS enabled and tell me if you confirm tree draw distance problem and performance problem go away!
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