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Everything posted by dutchili
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How can I make a screenshot in VR?
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Sinds OB 2.7.10 the image from the Maveric type D camera, as shown in the Viper, is very blurry. It is hard to make out the targets, especially on city streets. The aiming cross is also ....i don't know how to describe it. I see two horizontal lines, but the aiming cross seems to be located a bit higher on the MFD. Only when a target is acquired the cross is clearly visible together with horizontal and vertical lines that extend all the way to the border of the MFD.
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VR tracking goes out of sync frequently with Quest 2
dutchili replied to bernardv's topic in View and Spotting Bugs
This is probably an issue with the oculus software. I switched to the virtual desktop app in combination with stream vr. The issue is gone. Add fholgers performance kit and your fps will go up too. There are still occasional stutters in a scenario like that, but only for a second. -
FPS drops in multi-player, takes long to recover
dutchili replied to dutchili's topic in Game Performance Bugs
Indeed Mr_blastman. The issue also showed itself in single player with 'everything' set to high. With VD and SteamVR, FPS will consistently low in that scenario (to be expected) -
FPS drops in multi-player, takes long to recover
dutchili replied to dutchili's topic in Game Performance Bugs
I switched to Virtual Desktop in combination with Steam VR, issue solved. -
Thanks for the suggestion @edmuss. I've tried that once but it didn't give any results. A few days ago I switched to the Virtual Desktop app (from Oculus store) in combination with Steam VR and fholgers performance kit. The issue seems gone! So i think it was the Oculus VR stack that choked. In earlier contact with ED support the root cause was not determined through the DCS logs and dxdiag, which now seems to add to the conclusion that it was Oculus, not DCS. I took a while to find the optimal settings in Virtual Desktop, but i ended up with: - VD: select the graphics card you have (rtx 3070 in my case) - VD: set sharpening to 8% (higher = pixelated, lower = just a bit to blurry, but better than a high value) - VD: refresh rate 72 fps - Steam VR: resolution per eye: 2000x2000 (approximately) - DCS: textures medium, terrain textures low, most other list items on low, no msaa or asiotropicalasomething, Pixel density 1.6 - fholger: radius 0.2, quality 0.5, super sampling method: nis end result: 36 fps reported by DCS without drops. I find it 'no fun' below 30 and 'okay' above 35, so this is good enough of a balance between smooth flying and graphics. With Oculus the terrain looks much worse with the same DCS settings (and fps ofter much lower). After fooling around with the VD settings i can replicate the Oculus quality by selection a 'less performing graphics card', which, according to VD, determine the rendering resolution. So I definitely recommend buying VD for EUR 19,99 and intalling fholgers performance kit. I issue i still have is that multiplayer performance varies from one day to the other. yesterday it was 36 fps constant, today between 22 and 36. I don't know why yet, but i suspect the streaming bitrate in VD which seems to be based on the currently available network bandwidth. I need test some more, but on 'the good day', the setting was lower, which is hopeful.
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Similar experience here. Textures on medium makes a huge difference. Especially in multi-player, setting main textures to high will give me the 'drop to 10 fps' issue with the 3070 & Oculus Quest 2. I also suspected the compiled textures to be the issue, but none of the mods help. It seems that the cockpit is rendered regardless of the actual Field Of View, otherwise the FPS would be similar to the LOW setting when looking at a blue sky.
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Voice chat: use module specific PTT keybinds and controls
dutchili replied to Northstar98's topic in Wish List
I am happy to see voice comms being available in the simulator itself instead of a separate tool. This makes it much easier for newbies and a better sim. As radio comms work differently in modules, it would make sense to me that you just need to bind to the actual switches in the module so that the whole idea of a realistic sim stays as it is....or was. The room option is nice for briefing and mission starts (instead of discord).- 34 replies
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I experienced this once more, opened menu and selected 'adjust controls'. It appeared that my Logitec G29 steering wheels was now also configured as an axis control. As both the HOTAS and Logitec where not disconnected/connected while playing DCS, how could DCS possibly go from one setting to two settings for the Y axis?
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I have noticed this too in the latest beta, as in some earlier version. It seems more related to the processing of the hotas data. Full up and down movement with the stick send to successfully recalibrate the input. I have seen this multiple times repeated in the same flight, and most of the times not at all. It happened to me right after entering a mission in flight, so no relation to hard banking.
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Stable performance in VR.
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@BIGNEWYwith FSR and NIS heaving a big positive performance impact, would it be possible to support this in the simulator? I can imaging a general pixel density setting + pixel density setting for the center of the screen + radius setting (like in FSR config). That radius setting is very smart and I would like to see that for oculus vr too. Thanks for considering.
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i saved a track after experiencing a FPS drop with the oculus quest 2. When viewing the track, the drop was not visible. I did notice some issues in the dcs log: 2021-11-15 16:34:02.332 ERROR_ONCE DX11BACKEND: texture 'chromic_blur' not found. Asked from '' 2021-11-15 16:34:02.332 ERROR_ONCE DX11BACKEND: texture 'bd3-usk-a_spec' not found. Asked from '' 2021-11-15 16:34:02.332 ERROR_ONCE DX11BACKEND: texture 'bd4-ask-b_spec' not found. Asked from '' 2021-11-15 16:40:53.588 WARNING DX11BACKEND: alive vertex buffers: 1 2021-11-15 16:40:53.588 ERROR DX11BACKEND: Failed assert `DX11VertexBuffer::buffersCount() == 0` at Projects\render\dx11backend_win8\Source\DX11Renderer.cpp:122 2021-11-15 16:40:53.588 WARNING DX11BACKEND: alive index buffers: 1 2021-11-15 16:40:53.588 ERROR DX11BACKEND: Failed assert `DX11IndexBuffer::buffersCount() == 0` at Projects\render\dx11backend_win8\Source\DX11Renderer.cpp:123
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investigating A/G radar issues in 2.7.7.15...
dutchili replied to dutchili's topic in Bugs and Problems
The attached track shows the issue with the zoom function. At various moment is switch between Norm, EXT and DBS1 / DBS2. The A/G radar image does not show in the zoomed functions. Also, the NORM picture has a wrong center of origine in the final seconds. ag radar zoom not working plus wrong center of radiation.trk -
investigating A/G radar issues in 2.7.7.15...
dutchili replied to dutchili's topic in Bugs and Problems
Thanks @BIGNEWY. Sorry for not providing a track just yet. I was unable to reproduce so far, but i've seen it a few times. I think it is related to using the dogfight overwrite mode (AGM -> dogfight -> AAM (a/g radar image). But these are not the steps to reproduce consistently. For the zoom: I used pixel density 1.7 when upgrading to the latest beta. The zoom never worked. Then i set PD to 1.3 and the zoom did work. Now it no longer matters what the PD setting is. Regardless of the AG rader working, i am unable to make out any objects. The image seems to blurry regardless the zoom level. (sea/land is clear, so are tree lines. Identifying objects is not possible. (might be by design). -
investigating A/G radar issues in 2.7.7.15...
dutchili replied to dutchili's topic in Bugs and Problems
Yes, i will. Forgot to save the track. I can say the issue does not always occur, but repeatedly depressing the master mode switches did not help. -
- zoom view does not always work. A blank MFD instead of the radar image. Seems to happen primarily at higher pixel densities in vr with oculus quest 2. - AA mode shows ground radar picture.
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FPS drops in multi-player, takes long to recover
dutchili replied to dutchili's topic in Game Performance Bugs
Could this be the cause (from DCS.log)?: 2021-11-05 21:17:57.562 ERROR DX11BACKEND: Failed assert `DX11VertexBuffer::buffersCount() == 0` at Projects\render\dx11backend_win8\Source\DX11Renderer.cpp:122 2021-11-05 21:17:57.562 WARNING DX11BACKEND: alive index buffers: 1 2021-11-05 21:17:57.562 ERROR DX11BACKEND: Failed assert `DX11IndexBuffer::buffersCount() == 0` at Projects\render\dx11backend_win8\Source\DX11Renderer.cpp:123 and 2021-11-05 21:16:29.772 ERROR COCKPITBASE: Cockpit: ccCachedIndicationTemplateBuffer. Template element was not found. Set id: 9 and 2021-11-05 21:16:19.462 ERROR_ONCE DX11BACKEND: texture 'mosquito_glass_damage' not found. Asked from '' ...while flying the F16... and 2021-11-05 21:03:06.030 ERROR NGMODEL: Can't load lod ptb-490-mig21-collision.edm of model ptb-490-mig21. Reason: More distant lod must not have more arguments than closer! 0 < 1 in ptb-490-mig21-collision.edm ptb-490-mig21 Seems as if not all textures are downloaded in a fresh install. -
That is interesting! I completely removed DCS (Manually) and reinstalled the Beta. This seemed to have have improved FPS too. And i get the feeling that setting Visible range from LOW to Ultimate (in VR) had a positive effect too. No proper test results available, but worth the try in the category 'more shadows is more performance'.
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In this track FPS drops not long after take-off from 20+ to 10. I noticed: - when other planes are in view FPS is relatively low (even if I can only see the label dot) - no clue why the FPS suddenly drops. Remarks: - this happened when playing a Liberation campaign mission. Results file not synchronised between the two apps? (but this issue also happens in multi-player without Liberation) DxDiag.txt dcs.log FPSdrop.trk
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For debugging purposes at ED, here is the DCS log, track and dxdiag from a sudden FPS drop (drops from around 30 to 10). Using Oculus Quest 2. FPSdrop.trk dcs.log DxDiag.txt