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peachmonkey

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Everything posted by peachmonkey

  1. I use Varjo Aero with 39ppd configuration, and DCS with DLAA + Quality upscaling (.50 sharpness). I realize my use case is one of the extremes (and requires a serious machine with 7950x3d + 4090), however this config allows me to achieve the best looking visuals in DCS, i.e. very high res picture with smooth presentation. Running without upscaling (i.e. MSAA x2 or x4) also works fine, but the amount of shimmer and sparkling ruins the experience, and running DCS without MSAA anti-aliasing at all makes the game look like a Vegas sparkle fest. If ED can also focus their spotting efforts on configurations with heavy-antialising then perhaps both VR and monitor camps can reconcile their differences. Or maybe I just want too much, and instead should scale down my expectations.
  2. you can check out this post on Reddit along with the included youtube link: https://old.reddit.com/r/hoggit/comments/1eqrdhq/for_vr_users_dcs_is_either_a_game_of_spot_the/ @TAIPAN_ I sincerely recommend you not to engage with this troll.
  3. all of them. and for testing, please try the following configuration (to make sure you're testing what the customers are using): - Varjo Aero at 39ppd - DCS with DLAA/quality/sharpness=52
  4. Unrealistic? You're counting the darn pixels on your screen and speak of realism, c'mon, now. do you speak for the WW2 pilots as well? All WW2 engagements are within 1-2km, and in those I can't see <profanity>. I don't give a hoot about pixels from 10-20km away, there are no computers/rockets in WW2 in case you forgot.
  5. all of these IPD/FoV calculations for spotting is a fruitless idea. There's a 100% certainty you end up with a list that can in no way be unified across all different graphics configs and hardware. You will end up introducing a trade off into each use case that will diminish the end result by half or more, means the end result will end up being "back to square 0". I guarantee you this. If it were possible it would've been achieved a looong time ago. DLAA/DLSS/FSR makes this problem even worse. The way it was solved in all other sims was via a contrast bubble/outline/whatever you want to call it, essentially performing a forced de-antialiasing of the model and purposfully adding more contrast in cases of model/background color parity. ED does not want to do it "because reasons", as in always looking for the most complicated solution to a simple problem. Such as trying to replicate a "realistic/retina like" model and a rendered object model lighting using the game engine that can't even deliver it on macro scale, and that's also not counting the lack of actual hardware that can display it (monitors/hmd's), or the GPUs to render a 16K image. But people on this forum will continue chasing the impossible and playing straight into ED's hand of the everlasting "we are still evaluating it" nonsense.
  6. yeah, @sBinn64, make sure to click on "for IPD Scaling", yours is unchecked and I'm 100% sure that's the reason for the toy appearance. Try to go down even lower, mine is around 52.5, but to each his own..
  7. The flickering is still present with the new update. However, I think, possibly, there's a little bit less of it. It also depends on the altitude, it seems. If I'm on deck and close to the ground the flickering is minimal, however up high (2-3k) it becomes more pronounced...
  8. "Graphics. Moon is oversized - fixed. " dang it. That was my favorite feature for the past month!!
  9. hi, @NineLine can you please acknowledge that this bug has been reported? The upgraded cockpit is great, but it seems there's some bug with shaders that results in flickering on the sides of the cockpit. You can fire up A8 and fly for 5 mins, do some head panning to left and right and you'll notice it right away.
  10. you can, it's saved into Users\yourusername\Saved Games\DCS\Logs folder. There's a bunch of entries through out the flight, search for the word "failure" and you'll see the entries for every single failure you happened to experience during the MP flight.
  11. ground AI aimbot fixed in WW2. I'm not talking about 'awareness', or 'line of sight'. I'm talking about the AI unit's ability to calculate a perfect shot at 1ms. The latest update to the ground AI didn't improve anything for WW2, the 80 year old tech units are still shooting with the precision of a radar/laser controlled computer.
  12. hi, @Doughguy, your work is astounding, the crisp damage textures are such a win for Dora! One question: are these damage texture IC compatible?
  13. in the last update ED moved AI calculations to a separate thread and it screwed it up on my system (5800x3d+4090 at 39ppd) as well, stuttering galore. So I'm building a new system (7950x3d+4090), hoping this much beef would resolve it, but haven't tested it yet... forgot to mention, a lot of stutters come on when getting close to the AI units (ground or air). Flying on a empty map is usually pretty smooth. I feel the AI code needs optimization for a dedicated cpu thread, I wonder if ED did any, or simply 'off-loaded' it hoping for the best..
  14. I get stopped engines in B17 quite frequently, and my attack is usually a very fast slashing one from side to side. If I set on their six then yes, it's usually a fire next to the root of the wing. If I focus on one engine I can usually set it on fire/black smoke, which is the most cinematic one of them all. I break their wings off quite frequently as well, but that usually involves me crashing into them otherwise wings always stay on.
  15. hi, @NineLine is this something you can add to the list of issues, possible? The flickering inside the cockpit, it seems to come from the canopy itself. It ranges in intensity from very light and barely perceptible flickering to very pronounced. The range is tied to the configured resolution/shadows, cpu utilization (as well); I'm experiencing it in VR (varjo aero), however it's happening on the monitors as well.
  16. I also started to get the stutters with my 5800x3d after the latest update (July update+hotfix). And after a while I noticed that when the CPU is pegged at %96-99 I start getting serious stutters. The CPU gets pegged when I approach the AI, be it ground or air. Based on the patch text it appears ED has introduced a separate thread scheduler for the AI calcs, and that essentially increases the overall CPU utilization on my rig. I was running 5800x3d + 4090, with Varjo Aero at 39ppd and DFR with 1.4 multiplier in the focus area and 0.7 in the periphery using mbuccia's VarjoFoveated. Per mbuccia himself the VarjoFoveated (and Quadview foveated app from him) are putting a lot of additional strain on the cpu since CPU needs to render the same scene twice (to overcome DCS's bug before the latest patch). To fix the stutter I had to stop using VarjoFoveated and instead enabled Varjo Aero native DFR (via registry config, there's a blog post on their website). The native DFR doesn't allow to oversample the focus area (there's no way to change it) so the resolution is a bit lower, but because there's no more need for the CPU to render the scene twice the overall CPU utilization has gone down 10-15%, which is enough of head room for my rig to have no stutters period.
  17. check if the throttle lock is enabled (it's a pedal on the floor, next your left foot). When I fly Anton it sometime gets engaged without me pressing any buttons, and I don't even have any bindings assigned to it, neither on Hotas nor in Keyboard. It seems like some sort of a bug. All you have to do is just click on the pedal and it'll release the throttle.
  18. Dora is awesome as well, but the gunnery on it.. well, you really gotta learn it, especially in upclose encounters. It looks as if the cannon rounds exit the barrel at a slight incline, i.e. they aren't centered on the center of the sigh/crosshair, but 2-3mm above it; or it maybe the sight center is simply lowered. I understand it's specifically to deal with long 300-400m shots, but in DCS nobody shoots from that far But it definitely has lots of speed necessary to fight with the p51, and outruns all other blues without problems. Just don't turn with it. Boom/zoom only.
  19. if you want to get into A2G business then A8 is the way to go. You get 1 bomb + 2 rockets as a load out (obviously it's nothing compared to the blue planes, but still), and a radial motor that outlasts any other plane if damaged, it's extremely survivable, talking about flying 15-20 minutes with no oil and 1-2 cylinders shot out, it's pretty fun to nurse it back to home with all the damage. It's also decent in the dog-fights. You can easily take on the P47, and the noob-medium p51s. With 4 cannons + machine guns you can kill any plane head-on. The only advice I can give you is if you want to be great with its gunnery then learn it with the tracer-less ammo. You'll see better where you shots land on the ground and you can adjust it accordingly (walking it). The same with the dog-fights, you'll get a much better idea for deflection shots, etc.
  20. The recent 2.9.6 update pleasantly surprised me with the updated cockpit for Anton, which wasn't even announced in the patch notes. It looks stunning, I'm at loss of words. High resolution textures, mixed in with the reflections and some sort of lighting changes make it look like a totally different plane now. The leather padding looks like it's covered in velvet . The cockpit lighting is no longer blue either, it's yellowish and more fitting the ww2 era.. Kudos, ED, @BIGNEWY! Awesome job! It seems ED also added some tint to the cockpit glass, still adjusting to it, but nonetheless an interesting change!
  21. yup, it is annoying, today's patch contains only the rear wheel fix for p47. Meanwhile, I can suggest using WEP at ~2,600 RPM, I never have problems with it that way.
  22. hah, interesting, thanks for the ping. I only tried it with a 500kg bomb.. Will try it with the little ones..
  23. hi, @BIGNEWY, awesome patch, thank you!! Can you possibly explain what this change does exactly, i.e. what to expect? - VR. OpenXR. Controller/ Input. Change keypressed logic.
  24. make sure you've got the take off flaps on (flaps middle button), and rotating at 200kmh. It'll roll to the left with high AOA and slow speed. null
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