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St4rgun

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  1. https://mbucchia.github.io/OpenXR-Toolkit/other-features.html#shaking-reduction But keep in mind that I'm no longer using OpenXR Toolkit at all, I've tried to minimize the sw configuration. The actual settings are in my signature.
  2. Sure, I'm also using it since day one. But - as I understand - the mentioned visual bugs can't be eliminated without full support on DCS side (proper motion vectors, etc.). When DLSS was a new feature in DCS back in the day it was plagued exactly the same problems: think about the smearing of the F-16's fuel flow gauge's fast rolling numbers or other objects with higher than normat persistence like the slow, fading changing numbers on MFDs. But these were ironed out there almost perfectly by the DCS devs. Now with DLSS 4 Preset "K" some of these are back. And these are the only quirks which is a bit annoying. Otherwise the overall quality of the image and the performance in VR is way higher than anything I was able to reach in the past. Its such a pure joy to fly now!
  3. Dear @BIGNEWY, I asked this question in some of the DLSS topics but didn't get any answer yet. It seems that DLSS 4 Preset "K" is a very huge step forward for VR users, its quality is exceptional. Unfortunately right now we can only "hack" this version into DCS by DLL changing and for another question you replied that the devs will work on DLSS 4 only AFTER deploying Vulkan. Of course there're some blurs (mainly in MFDs, mirrors and fast movig dial numbers) which could be mainly caused by the lack of proper support on DCS side. But it seems that the performance and quality of DLSS 4 Preset "K" even in its unofficial state is so massive, that it needs URGENT attention. May I ask if this timing has been changed? If your origintal statement means that we're just mere weeks away from Vulkan, then it's OK, but if not, then IMHO the devs should really prioritize the full integration of DLSS 4 before anything else, it's so revolutional - especially for VR users.
  4. St4rgun

    DLSS "update"

    Dear @BIGNEWY it seems that DLSS 4 Preset "J" is the second best thing after sliced bread, its quality is exceptional. Unfortunately right now we can only "hack" this version into DCS by DLL changing and for another yuestion you replied that the devs will work on DLSS 4 only AFTER deploying Vulkan. As it seems that the performance and quality of DLSS 4 even in its unofficial state is so massive, that it needs URGENT attention may I ask if this timing has been changed? If your statement means that we're just mere weeks away from Vulkan, then it's OK, but if not, then IMHO the devs should really prioritize the full integration of DLSS 4 before anything else, it's so revolutional.
  5. I watched a lot of ED's videos in the past years, but the sheer quality of this first part is breathtaking. The motion, the lights, the crisp details... Sometimes I genuinely tought it's real world footage it's so good. Hats off ED. We're eagerly waiting for the newsletter.
  6. One word: VULKAN. It was stated to be ready by Q3 2021, and in the 2024's first year's opening great newsletter it is set to be deployed by the end of 2024. None of them happaned. At the same time the optimization work the devs done with the terrain engine is outstanding, the sim works really fine right now on current hw. If only Vulkan could help to do any more special VR optimizations...
  7. All right, I checked it out. I switched from SteamVR to OpeXR runtime years ago, and now it seems it was with a good reason. With SteamVR as the default OpenXR runtime the visuals are SO MUCH WORSE (smeared, simply not crisp enough), and the stuttering is massive. I switched off motion smoothing and the resolution scale was custom - 100% in SteamVR. So I immediately switched back to OpenXR and what a difference! With OpenXR set to 120% resolution everything is perfect in the G2, and really smooth. I tested with P51 / Caucasus / Free flight over Poti: after 10-15 seconds I started flying level while looking at the right wing. Looking sideways somehow generates bad stutters in DCS in no more than 5-10 seconds. But in OpenXR it's really minimal while with SteamVR it becomes a total stutterfest when looking sideways at a town or a dense forest. It's really terrible. So thanks again for the suggestion, but I returned to my previous well established settings and still looking for Vulkan.
  8. To be honest, yes, it looks and plays nice. When 45 fps can be kept rock solid, it's 100% stutter free and flawless at 90 Hz refresh rate. It's smooth as silk. But this situation is really rare, there're always some little itty-bitty small hiccups here and there. Really not much, but the feeling is like having a quietly ticking clock is a totally silent room: when you detect it, it ruins the otherwise perfect immersion. What is interesting, that these spikes are simply not shown on DCS's inbuilt frame graph. It shows a smooth flat curve of 45 fps. And the situation depends on a lot of factors (switching to F10 map and back, or simply start DCS on a PC running for hours or start DCS on a freshly rebooted PC etc.) That's why I started thinking about other possbile sources of these weird micro tracking lag spikes or other glithces (don't forget, it's still WMR). The lighting in my room is pretty adequate and even, shadowless for the G2 (at least I hope so). If you have idea for a better and reliable method for recording exact CPU / GPU frametimes which doesn't induce lag spikes please let me know. I hope that Vulkan can finally iron out these glitches to get rid of those spikes once for all. Because if everything works perfectly smooth it's really an amazing experience for me even with 45 fps on this headset.
  9. Connecting to the performance questions: I'm thinking about a possible CPU upgrade from 10700k to 14700k to fit more to my 3090 in VR (G2). Right now the performance is really good, almost every time I can have 45 fps with minor hiccups here and there. But as this upgrade would cost a lot of money and work I'd do it only when it's really neccessary, so I'd prefer to wait for Vulkan to see if it hugely helps in VR with current config. I have no idea how my CPU is a real bottleneck with these resolutions in VR. Dear @BIGNEWY is it possible to have at least some estimate about the Vulkan deployment? Or at least having some preliminary data about the possible performance uplift of Vulkan? As we have about one major patch / 1,5 months rate we could see about 4 more major patches this year. Is is possible that we'll reach to Vulkan in this timeframe to check these initial improvements? I know that in the first big newsletter in January ED mentioned this year as the year of Vulkan, but this happened 3 years ago also. Is is possbile that we're still years away, or this time we're really close?
  10. Hey guys, anything news on this field? Actually the VDI and the HSD displays in the pilot seat and the TID in the RIO seat of the Tomcat in VR showing a very characteristic bug with DLAA: when I TURN my head (instad of PAN) then the displays are more or less stable, but upon PANing the displayed info badly slides and jitters sideways. What's interesting that the ECMD in the RIO seat does NOT showing this bug.
  11. I experienced that the rain and snow performance is hugely related to quality settings of the clouds. I know, that only ULTRA clouds can give perfect results without any aliasing, but with rain in VR it can result a slideshow even on a 3090. That's why I'm strictly using STANDARD clouds, with DLAA they are really nice with very subtle aliasing here and there.
  12. Well, based on the previously said information Vulkan would be more suitable for displaying areas which are densely populated with objects (like trees, houses etc.). This is much more important in VR where the resolution is higher and it's a must to render different views for the eyes. This benchmark is 3 years old, but portrays the overhead differences between DX11 (ST and MT), DX12 and Vulkan APIs. I know, this is not the EDGE engine, but very interesting to see the possibilities on a decent GPU (RTX 3090):
  13. I agree, sorry for the missing information. For everyone interested here they are: I'm playing solely singleplayer, MT with a Reverb G2, so 90 fps would be the best solution. Unfortunately this is rarely (if at all) reachable with my hw and settings. So as I prefer the absolutely smoothest, glitch-free flight I'd rather limit the max fps to 45 (and avoid any motion reprojection) which gives silky smooth and much better experience than having 55-60 fps with hiccups. Technically my system can produce between 30 and 60 fps most of the time, with occassional 90 fps at high altitute depending on the aircraft and map. This is nowhere near "fixed" 90 fps, far from it. Don't get me wrong: the current version with the last Win10 updates runs at 45 fps like a dream, it was never been so good. Kudos to ED! I'm really curious how will Vulkan help by massively reducing the graphics overhead. If only the fixed 45 fps will be achievable anytime, anywhere with any plane without a single micro-stutter then I'll be more than happy. But Vulkan could be (theoretically) give much more boost - at least I hope so.
  14. Well, good for you! I also experienced a fine performance boost (great work, ED!), but it's only enough to have a stable 45 fps at 80% of the time and with most of the planes on the ground as well. So please be careful with those comments without writing the actual configuration and settings (hw, VR headset, resolution etc.) because someone would think that the holy grail has been found with this update. Unfortunately this is not the case, altough I'll expect the stable 90 fps with the new EDGE where Vulkan will kick in, now THAT would be big. But it's the future, hopefully a not so distant future. My config is in the signature.
  15. I have little knowledge on this field, but is it possible right now to set the pre-programmed radio stations of the prop planes in some similar manner (like for P-51, P47 etc.)? I know it's possible in mission editor, but for instant missions it's a guess which radio button configured to what frequency. And as I know it's not configurable on the fly in the rearm and refuel panel, right? If it's correct then wouldn't it be a good idea to be able to?
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