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uri_ba

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Everything posted by uri_ba

  1. thosee numbers are correct. PD is measured as a ration on the diagonal. which SteamVR SuperSampling is measured as percentage on the height and width. so PD 1.5 = 225% in SteamVR as for why OP is swing None native RES in 100%.. I have no idea. However, please note that there are two sliders for SS in SteamVR. one is "per app" the other is global and usually set automatically. unless you tell it otherwise. that might be the extra res you are seeing it's under "Video"
  2. something has changed for sure in the last few weeks, it's a lot easier to maintain visual contact with aerial targets. I can't quantify it, but it's just there I'll try and re-run my benchmark track and compare.
  3. I think RWR was retrofitted on the A-4E at some point (I know the IAF had RWR on the A-4Hs). I think it was mounted on the right side of the glare-shield, like the F-4Es. I'll try and check with some old timers, but they will probably have hard time remembering small details like that from a plane variant they flew 40+ years ago.
  4. You don't need to do it often. Only when you see something that doesn't make sense, or after a massive upgrade, like 1.5 to 2.5. In rough lines, these folders contain a precomplied cache for all the shaders. So it's a cheat sheet for the code, to speed up things. When the folder does not exist, the game regenerates the cache again from scratch, which take a while (5-15 minutes)
  5. delete FXO and Metashaders from "Saved Games\DCS" see if that helps Just note that on first load it will take ages. to the point windows will yell at you the program is not responding.. Just hit "Wait" when that happens.
  6. I have a feeling that the BiNi job would be super critical in MP, as all targeting stuff went through him
  7. I can smell those J52s warping up on the deck...
  8. 3 stations is not a valid setup you can work with one. but you might have blind spots. two can be set to work No problem. set one station in the corner nearest your rig. make sure the esge of the cone (it's about 120 degrees) will cover with it's edge all of your sim station. place the other station on the oposite corner of the room, and make sure it has the sim area in sight. this will ensure that you would be covered regardless of where you look. and the rest of the cone of both will cover the "main play area".
  9. Can't wait for the template to hit. Already have all the vector graphics lined up for a fictional livery.
  10. you are all aware that the "set render multiplier" inside steamVR does the same, right? this is the old method, before they added it to the UI. in fact, it had two variations, the "renderTargetMultiplier" that had the same value, in GUI which was equal to in game PD. and the newer "application resolution" which is measured in percentage per side. so 225% is actually equal PD 1.5 (PD is measured diagonally)
  11. I use Slew Press as Zoom. no eject.
  12. As you mentioned, dropping the shadows that gives to the biggest boost. reason for that is that building the shadow reder target is CPU intensive. one it's redered in the GPU it's the sent back as an additional texture. but creating this RT texture needs CPU horsepower from the main DCS thread, which is the bottleneck anyways.
  13. Sorry for hijaking this thread. Is there a timeline or a "how to redeem" for the t-shirts pre-ordered in the bundle? No "additional email" was sent. Thanks :)
  14. 5-10 FPS?!? why do you even thinking about it? I had a rig similar to yours and it was above 100fps on 4k.. so dropping down to even 60FPS is no biggie...
  15. How do you pronouce them? Ay-Tee-see And Jay-TAK? Try and train the windows speech recognition a bit more. (And train VA)
  16. I had... See link in post #3
  17. actually it seems that the gains from "sync all cores" are substantianl
  18. HTH, https://pit.uriba.org/uriba/vr/8700k-overclock-performance-in-dcs-2-5/ please note that I'm running a 1080, so at some point I think I see no gain because of that.
  19. waaay more then enough.. and SLI comms are going via the Bridge anyways.
  20. I don't remember exact numbers, so take it with a grain of salt. Intels main line of CPUs have 16 PCIe lanes directly to the CPU. those are usually hooked up directly to the GFX cards slots. sometime an NVME slot is sitting there too and the MOBO will control it. as stated before, 1 GPU on X8 and two NVME on X4 or two GPUs on X8. but you will probably won't be able to run two cards and an NVME on THOSE lines. However, the CPU usually has dedicated PCIE lanes that are managed by the chipset. I think it's another X8 (these are the numbers I'm not sure about). those lanes are shared between all the periferials. USB, SATA and also sometime M.2 slots. in these cases the MOBO might disable SATA ports if you hook up an M.2 drive. but that is completly up to the chipset and you need to consult your MOBO manual. AMD Ryzens are different, they have the same X16 PCIE3 for GPU, another (i thing) X8 for the chipset and addtional x4 PCIE2 dedicated for M.2 NVME. Higher end CPUs can go up to 64 PCIe lanes (Threadripper).
  21. 1. "Sync all cores" 2. VR shaders mod 3. Reduce CPU intensive stuff (shadows most promenantly) I see no problem 90% of the time, however, on ocassions, there are microstutters I can really figure out. My guess is first time use of a shader.
  22. It's CPU and memory speed. Have a look. https://pit.uriba.org/uriba/vr/8700k-overclock-performance-in-dcs-2-5/
  23. is it just me, or something has changed in the last OB? it seems that I can spot better in VR.
  24. They don't work as in actually work. They cosmeticly work..
  25. install steamVR via steam, it does the rest for you..
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