

rubbra
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Flight Simulators
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[2.9.8.1214] Apache and Phantom unflyable in VR
rubbra replied to rubbra's topic in Game Performance Bugs
Yes, it's definitely VRAM - textures to medium makes it go away. But (not a rant at you, just observations) - a) why has that changed so much between patch versions, and why only for AH64 and F4? b) why is it only with SteamVR with PicoConnect? I would understand it if it was still a problem with SteamVR as OXR runtime + VD, but it works just fine. VDXR vs SteamVR with VirtualDesktop is near enough identical in performance. c) The point of using PicoConnect is because it has fewer compression artifacts/quite noticeably better image quality compared to VD d) I know a 4070ti is *only* a 12Gb card, but it's still in the upper end of cards for VR. Do I really have to run it at low terrain and medium cockpit textures just to make it playable with a single unit? Seems crazy to me, especially after all the "optimized" vram usage items in recent patches. -
[2.9.8.1214] Apache and Phantom unflyable in VR
rubbra replied to rubbra's topic in Game Performance Bugs
Further testing - I wondered if it was any OXR layers; I disabled everything, including quad views. No improvement. I don't understand what is specific to the AH64 and F4 that isn't specific to the other modules. The only thing I can think of is VRAM usage; on the occasion that I can manage to manipulate a mouse cursor enough to quit the mission rather than force quit DCS, the fps recovers when back in the "debrief" screen, but only after a couple of seconds. -
[2.9.8.1214] Apache and Phantom unflyable in VR
rubbra replied to rubbra's topic in Game Performance Bugs
Edit - this appears to only affect PicoConnect + SteamVR (as the OXR runtime). VirtualDesktop, VDXR, Wireless - 72fps VirtualDesktop, SteamVR, as XR runtime, Wireless - 72fps PicoConnect, SteamVR, USB wired, 5fps PicoConnect, SteamVR, Wireless, 5fps In both cases, resolution is 3188x3188 or thereabouts (3200x3200 in VD's case, but what's 144 pixels between friends?) -
rubbra started following [2.9.8.1214] Apache and Phantom unflyable in VR
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Both the F4 and Apache have become unusable for me in the most recent (Oct 2024) patch. Point of reference - Caucasus "Takeoff" instant action for F4 gives me 2 fps. Caucasus Cold and Dark IA for Apache gives 3-5 fps, vs flying pretty much any scenario, multiplayer or single player in the FA/18 or MI-8 or MB339, where I get 72fps. As a test, I created a new mission on Afghanistan. Placed a single UH-1 at Kandahar. 72fps. Change that unit to an Apache, 5fps. OpenXR, SteamVR as OXR runtime using PicoConnect, USB wired to a Pico 4 over USB3. Running at 3188x3188 MSAA 2x 4070ti, Ryzen 9 3900x, 96Gb RAM Additional/non-standard stuff - TacView and SimHaptic - but neither of those are new.
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Go to c:\users\you\saved games and rename the DCS or DCS.openbeta folder to DCS.old or DCS.openbeta.old. That way you can revert back by renaming it back.
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DCS World 2.9.5.55918 Constant Frame Time Spikes
rubbra replied to FierceLV's topic in Game Performance Bugs
I've removed lua hooks for both "Bergison's Moving Map" and "DCS Web Editor API", and this spike has gone away. Might be worth exploring for others. -
I have also got this issue, but found that a clean saved games folder cured it. Now trying to copy things back item by item and testing after each change to track down the cause.
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DCS World 2.9.5.55918 Constant Frame Time Spikes
rubbra replied to FierceLV's topic in Game Performance Bugs
I see a 120ms frame roughly every 2 seconds, in VR, but only in multiplayer on Caucasus. My test case is to slot into a quiet MP server (1/2 players) at Kobuleti in the A10C-2 (though it does it in other modules). This reliably produces the periodic spike. Slot into a Syria server, same conditions and module, no periodic spike. I've tried lowering the mouse poll rate as suggested above, no difference. -
I know this is resurrecting an old thread, but has anyone encountered SimFFB (incl the version linked a couple of posts above) randomly causing *extreme* violent shaking of the FFB device (Sidewinder 2 + extra resistors in my case) ? It'll typically do it on startup for me.
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Why is there a plan to implement right hand traffic in Cyprus? Has it changed really recently? I'm pretty sure it's left hand traffic... (e.g. https://www.cyprusparadise.com/articles/practical-information/ and https://www.enjoytravel.com/en/travel-news/driving/driving-in-cyprus-15-things-you-need-to-know and https://www.worldstandards.eu/cars/list-of-left-driving-countries/ ) edit - I see the description has now changed to say left hand traffic.
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Parking brake on. That’s all you need. (And no rearming or control input to move the aircraft)
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Last night I was flying WSO with a friend. Ticking along at a solid 40fps in VR (locked/ASW). He turned on the A-G radar, frames dropped a bit. Turned on HRM, I get black screen/hour glass for a good couple of minutes, Oculus complaining that a hardware error had occurred, couldn’t track my movements etc, until he changed the MPD away from the radar; even switching modes to GMT didn’t help. As soon as the radar was off his MPD, back at 40fps. Now I’m not on an amazing CPU - i5-8400 - but I am amazed that the front seat turning on the radar would make my session stop. I get a bit of stutter in single player when I turn the radar on, but MP appears to be a “just say no” for the A-G radar for me. Any tweaking tips?
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Annoyingly I didn't get a screenshot, but I just ejected (as WSO) over Syria, then started to have a walk around on the ground. My WSO's shadow had no head, from any angle.