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About RoboHackfeld
- Birthday 09/04/1989
Personal Information
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Flight Simulators
DCS
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Location
Germany
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Interests
PC, MTB, Lego
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I havent played with VD for a while now but yes indeed I also noticed some perfomance improvements due to the FOV Settings. I will make some more tests when back from vacation.
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Link also for me starts to make problems. Yesterday all of a sudden while on landing configuration it juste stopped working, pushed me back to the home screen. I did not had any time to reproduce that because I immideately switched to VD because I know it just works. Performance is poorer than with link but it works. Thats not a solution for me. i am not willing to do that everytime I want to start DCS. No way.
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Max clarity for plane's in VR.. new guy.
RoboHackfeld replied to Fingers68's topic in Virtual Reality
Explain what you mean with tracers. Do you mean like seeing the Plane which is moving fast is displayed like doubled? If thats what your talking about it should be normal as long as you are using any kind of reprojection like ASW, SSW etc. in combination with DLSS, DLAA.... Only with MSAA and no AA the reprojection modes are able to display fast moving objects clearly. -
Max clarity for plane's in VR.. new guy.
RoboHackfeld replied to Fingers68's topic in Virtual Reality
Neither, Visible Range nor preload radius nor LOD change anything regarding the visibility of units/aircrafts at the distance. In terms of spotting, imo you have to make sure you push the graphics in terms of clarity. In best case you use no upsampling like FSR/DLSS and a high pixel density but that will all decrease your performance. Like @ChariotOfFLAME mentioned, you can activate the spotting dots under the main settings menu I guess, not sure if its exactly there. There planes appear like small dots (1px/2px) when they are at a certain distance. It works pretty good but it is not immersive in my oppinion. I think if you are able to see planes at a distance of about 8nm it is realistic and should be enough. I mean, no pilot is able to spot a plane at a distance of 20nm only with his eyes. Not long ago I asked Chat GPT about real conditions of spotting airplanes and it gave me this answere: The distance at which a jet pilot can clearly see another jet with naked eye depends on several factors including: - Size and contrast of the other jet - Lighting and weather condistions - Background (e.g. sky, clouds, sun) - Movement and speed of the aircraft Under ideal conditions (clear sky, good visibility, good lightin), a pilot can visually detect another aircraft at approximately: - 10 - 15 km (6 - 9 mi/ 5.2 - 7.8 nm) : The jet appears as a small dot - 5 - 8 km (3 - 5 mi/ 2.6 - 4.35 nm) : Shape and direction of movement become distinguishable. - 1 - 2 km (0.6 - 1.2 mi/ 0.5 - 1 nm) and closer: Good visual tracking, also important for tactical maneuvers in dogfights. In a dogfight, visual detection within a few km is crucial. However, in modern combat, targets are usually acquired at much greater distances using radar and infrared sensors. -
And what have the AI told you to do? And what AI did you use? We've got already a Log Analyzer in the ED Discord Server.
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Well I got an idea.... dont tell me why I havent done this earlier... I asked mighty ChatGPT The Answere: The distance at which a jet pilot can clearly see another jet with naked eye depends on several factors including: - Size and contrast of the other jet - Lighting and weather condistions - Background (e.g. sky, clouds, sun) - Movement and speed of the aircraft Under ideal conditions (clear sky, good visibility, good lightin), a pilot can visually detect another aircraft at approximately: - 10 - 15 km (6 - 9 mi/ 5.2 - 7.8 nm) : The jet appears as a small dot - 5 - 8 km (3 - 5 mi/ 2.6 - 4.35 nm) : Shape and direction of movement become distinguishable. - 1 - 2 km (0.6 - 1.2 mi/ 0.5 - 1 nm) and closer: Good visual tracking, also important for tactical maneuvers in dogfights. In a dogfight, visual detection within a few km is crucial. However, in modern combat, targets are usually acquired at much greater distances using radar and infrared sensors. So this I think could match with what we get in DCS VR.
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So you guys would say, spotting a plane from up to 5nm is realistic, everything above that should not be realistic? I`m looking for information like that now for quiet a few years and never found a specific point where someone says, "you can not spot a plane that is above XX distance". Would be nice to get some information from real fighter pilots. Beside the tweaking for better performance in relation to good graphics, the spotting of other fighters is my major issue since I am in VR. And what I found out so far: No AA is better than MSAA is better than DLSS. But I think in my last test ist was like: No AA ~ 13nm (A10CII) MSAA 4x ~ 11nm (A10CII) DLSS ~ 8nm (A10CII) All tested in VD - high; PD 1.2 - with my Quest 2. Since I moved from VD to Meta Link because of performance I have to update this test. Maybe will do it today. The Spotting Dots Feature, I really dont like. Its just not realistic and looks awfull.
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Here is the module: Some Screenshots from my 2D Setup. Those are the units that cause the problem at low approach but only when there are 4 to 5 of them on fire. It happens not alway but when it happens its arround T700-T850
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At first, thanks for this very on point analysis and for providing those charts. When you say the times are okay for the first Seconds, could it be, that spooling time (strg + y) could mess up those frame times? Sorry I did not mention this earlier because I did not think this could be a problem but when you say it is okay at the beginning it is always when I run the mission, I turn off symbols, set my cockpit position activate auto pilot and than hit several times strg+Y so I can skip time until action on the ground begins, where my problems start. The middle of the tracks, where the heavy spikes appear, yes thats what I am talking about and I already tried to lower settings, I lowered everything to potato really the lowest settings of the low but in this situation I guess my CPU can just not handle all the AI Units, what they are doing and the smoke effects. I will prepare an empty mission and will have a look at those log files. Thanks Robo
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stats_20250412_104858.csv Here is the CSV without QVFR Turbo Mode. Performance wise didnt change much and I think those stats are quite similar? Butmaybe now there is more load on the gpu or am I wrong? Edit: QVFR: Turbo Mode = 0 - No success Disabled OXRTK - No Success Exited some programs like Steam, Tobii experience. - No success; maybe I will try more of that and disable programms like Afterburner, NZXT Cam, HWInfo etc. Here is what I described very early in this thread, that the frametime rises frequently and than - boom- back down.. rise, rise , rise ,rise - boom down. And thats why I think there is something going on with the rendering/animation of the smoke. In that video I have active pause mode turned ON and I am looking directly at that problematic situation while the smoke is moving. So I think there are different stages of the smoke-rendering-animation-thingy where the load raises and than when the smoke animation resets itseve (visually not noticable and just my theory) the frametime goes down. Dont know what happening there in the background. Could it not just be, that my CPU is just too week in this particular situation? Idk if you know this mission. It comes with the A10 Modul. Syria, Armored Convoy. For my benchmarking, I star tthe mission activate Autopilot and fly in circles untill T=500 (so the action begins) than I fly to the convoy. The first units apearing, some artillery, some trucks, when they are shot down and burning and I look into their direction I got the problem. If I fly past them there are alot more units and also more units burning I dont have this problem. My Frametime raises to like 10 but not more and my frames stay stable. I think this one is a combination of my "weak" cpu and the mission.
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Thanks @sleighzy and thanks @Qcumber for your help. Yes I have QVFR installed and only the size of the focus area adjusted in the config file. So I will run the tests again without the Turbo Mode of QVFR. I never noticed I have enabled bloom effects. I will disable that too. But than I can not record the statistics right? dcs.log Logfile is attached.
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Could you show me how it looks at your side? Do you have a log like that? Just to understand that correctly, If there is 2025-04-11 15:45:27 +0200, 72,0.13823,283,163,5319,35 Time: 2025-04-11 15:45:27 +0200 FPS: 72 appCPU: 0.13823 - 13,823ms renderCPU: 283 - 283us = 0,283ms renderGPU: 163 - 163us = 0,163ms Vram: 5319 - 5.316GB Vram%: 35 - 35% Is that correct? So the two render points are too high? AppCPU is the frametime I guess? Yes this one is arround 1-6ms if I am up in the air unless there is a lot going on and I am close to the ground. Than it raises and I think at 14 and above or something like that the frames go below 72fps. What do you think about the values at the beginning of my CSV Files? There it looks better and of course that is always the point where I am up in the air, gpu bound with 72fps and theoretical fps of about 100+. For example: 2025-04-11 15:42:09 +0200,72.0,8100,186,17,6519,43 appCPU: 0.8100 - 8,1ms renderCPU: 186 - 186us = 0,186ms renderGPU: 17 - 17us = 0,017ms Vram: 6519 - 6.519GB Vram%: 43 - 43%
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Turbo mode was Off yes no mods except of the Empty Hangar Mod. Should I activate/oben OXR Toolkit befor starting the game? I run 64GB of DDR 4 3200 dont know if that could be something?
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@sleighzy I think, it just means that the bitrate is locked to that rate. It is not variable. So here the csv files. I made one with and one without HAGs. Turning HAGS Off just made it worse (dropped under 50) but could also be a different situation where maybe the situation on the ground was just a little differen. stats_20250411_154112 NO HAGS Begin Row 197.csvstats_20250411_152947 HAGS Begin Row 216.csv
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Okidoki, have a meeting this morning after that I will do some testing. Thanks!