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dutchili

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Everything posted by dutchili

  1. Please also check the RWR sounds. The thing goes crazy now
  2. +1 JHMCS broken (in VR) in the F-16. #testingUsedToComeBeforeRelease
  3. You can do this through srs if you want to transmit on a radio channels. Check out external audio executable. You can call it through the command line with arguments for windows tts, google, AWS and the text to say
  4. Dlaa works fine for me. I could push the PD up to 2. The MFD text is not as good as it was with MSAA, but I prefer is over the clouds shimmies
  5. Reducing preload radius seems to help too
  6. Hi ED, @BIGNEWY, Thanks for all the new goodies in 2.9. With DLAA we no longer have shimmering on clouds. Fantastic! Unfortunately the graphics improvements have no effect on the phenomenon of ground stutters. Please advice if the best configuration of the simulation to reduce this effect. I was expecting that a high-performance pc like a i9-13900KF with RTX4090 would result in excellent performance. Although the graphics are stunning at PD2.0 and 'everything on max', the ground still stutters, even at visible range=lowest value. Can we expect any improvements in this area any time soon? What are the official recommendations to cope with the stutters for now?
  7. yup, same with TGP
  8. Nothing special.
  9. Yes me I enabled it when the previous software version caused usb to disconnect
  10. Yes and now. I think your Pico does a better job a filling in the missing frames. As missing frames are also visible in 2d (with missing frame is mean: the ground not being updated at the intended refresh rate)
  11. In pancake the GPU produces tween 90 and 180 frames per second, but the core is not delivering those. It seems to me that when the core does not keep up, the GPU can still render the previous frame and fake (ASW) the frame that should be in between, but that doesn't look so well. Oculus ASW cannot predict the frames if there are too little frames produced. MT reports this as CPU bound. Well, that is how i understand it.
  12. I replaced my quest 2 with a quest 3. - pancake lenses make the cockpit look much beter - increased resolution removes a lot of anti-aliasing issues at short range. - i find the wearing comfort better due to the new fabric used and bigger opening between the headset and my face on the button, when tilting the mask to 3 out of 4 position (downside, a little light coming in from below and not entirely black inside the headset. But if i dont tilt, the lens socket touches my eye socket. - battery life seemed terrible at first, but after switching of hand recognition and passthrough it seems to be about 33% per 1 hour (wired) I was sceptical because the resolution is not much bigger (compared to Varjo or Pimax), but it does make a difference in terms of what you can see and how stable the images is. For example, recognizing planes is possible at greater distances. And with NVG (Viper) on, the image is much more relaxing to my eyes. I guess it shows that 'resolution is key' and image quality will be much better with the Varjo or Pimax, but i did not want to buy base stations as quest hasn't needed them for years. In MT, i get stable 45 fps with an I9 13900, 32 gb RAM and RTX 4090 at PD 1.1 and Oculus super sampling at 1.5, with all settings at max. However, the ground still stutters at low altitude, but that seems to be a DCS issues with the main threats as it also happens at very low settings. So if you can trade your q2 for q3, i would recommend it. If you have base stations or are willing to by those, i'd go for something with more resolution.
  13. Flying vr with a 4090 it seems that the main threat is unable to produce enough frames when taxiing. I expect DLSS and DLAA to help the visuals but not the framerate. I think the main threat(s) need to be further optimized for that.
  14. correction: the setting can be found in the Oculus Debug Tool
  15. try disabling the proximity sensor from the system settings window (in the quest, before enabling link)
  16. @Bignewy Are there plans to implement the IFF page? Would be very handy to quickly squawk.
  17. I noticed this as well at high altitude. MSAA seemed to cause it before but it got worse with v57. I cannot go back to v56 as the headset won't connect via usb in that version. Forced to use the beta now. Does not seem to be a DCS issue.
  18. That is a lot of triangles to fit into a few pixels!
  19. I would like ground spawns to be visible (spawned) even if the slot is not taken. This provides the occupied slots to see more aircraft on the airfield. When people return from missions and exit the game, the planes disappear. This looks weird and removes the eye candy effect for those that are still to arrive.
  20. Look at the nav distance instead of the slant range. It seems weird that B and F change in that way, but you shouldn't use slant range.
  21. DCS loads more than needed and does not unload when vram is full. We can all experience this especially in vr. Alt-tab can get performance back but it doesn't work so good anymore in the latest OB. (Takes long to recover).
  22. visible range really helps indeed and Medium is still sort of nice. I also have the stutters when looking 90 degrees left or right over cities. The FPS meter in DCS is not to be trusted in my opinion. Perceived FPS is not the same as measured/reported FPS. I suppose this is again VRAM, insufficient multi-threading for pre-rendering and synching between threats. Hoping vulcan is released soon and other improvements give us 2d performance in 3d.
  23. This helps: (Not solve, but help)
  24. I may have posted before, but this is a life safer!
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