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slughead

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Everything posted by slughead

  1. Thanks for your insights. However, I have actually tested this. The results are the same in 72fps or 90 with or without ASW. This is because people have jumped into the cockpit with the same Oculus / supersampling settings for their headset as they had before 2.9. Once they realise they need to increase their render resolution to get the clarity back, they'll stop moaning as I did. Those that are saying it's great are probably already running at a high enough render resolution. May the force be with you.
  2. With a risk of sounding like Alec Guiness in Star Wars, "These are not the ghosts you are thinking of". The ghosting (double images) of fast-moving objects with reprojection/ASW is not the same as the effects people are referring to with DLSS/DLAA. I prefer to call this "smearing". It's akin to a firey phoenix with flames or smoke trailing off the edges of wings and fuselage. It occurs with our without reprojection/ASW and at all refresh rates and render resolutions.
  3. I said it was early days... My initial tests with 2.9, DLSS and DLAA were not favourable whatsoever. However... that's all changed. I stripped everything back to basics. I turned off OpenXR Toolkit, removed Quad-View Foveated Rendering and set my headset (Quest Pro) render resolution to my original setting of something like 1.2x. Performance in DLSS is impressive. I'm able to hold 72fps in the Gulf when normally it would drop when flying low and turning over populated areas. Visuals are blurry though, especially distant objects. So I bumped up the render resolution to maximum and wow, a huge difference in clarity. It is still a bit blurry though. Sharpness is set to 0.5/0.6. It is still holding 72fps. DLAA is much clearer but would drop down into reprojection/ASW flying fast, low and turning over populated areas. Both DLSS and DLAA show ghosting/smearing of aircraft in the air. Whether this will be improved on I couldn't say. I now have QVFR installed again and running in DLAA as it is much clearer. I feel a lot happier about it all now. DLSS gives better performance, but for me, it is too blurry. So DLAA with QVFR along with maximum render resolution in the Oculus app is how I am running my rig for now. I may pop back to MSAAx4 with QVFR (my previous configuration before 2.9) tomorrow to compare performance and visuals to DLAA with QVFR.
  4. I said it was early days... My initial tests with 2.9, DLSS and DLAA were not favourable whatsoever. However... that's all changed. I stripped everything back to basics. I turned off OpenXR Toolkit, removed Quad-View Foveated Rendering and set my headset (Quest Pro) render resolution to my original setting of something like 1.2x. Performance in DLSS is impressive. I'm able to hold 72fps in the Gulf when normally it would drop when flying low and turning over populated areas. Visuals are blurry though, especially distant objects. So I bumped up the render resolution to maximum and wow, a huge difference in clarity. It is still a bit blurry though. Sharpness is set to 0.5/0.6. It is still holding 72fps. DLAA is much clearer but would drop down into reprojection/ASW flying fast, low and turning over populated areas. Both DLSS and DLAA show ghosting/smearing of aircraft in the air. Whether this will be improved on I couldn't say. I now have QVFR installed again and running in DLAA as it is much clearer. I feel a lot happier about it all now. DLSS gives better performance, but for me, it is too blurry. So DLAA with QVFR along with maximum render resolution in the Oculus app is how I am running my rig for now. I may pop back to MSAAx4 with QVFR (my previous configuration before 2.9) tomorrow to compare performance and visuals to DLAA with QVFR.
  5. If it was due to throughput then the video would be glitchy too.
  6. No. And I agree, it's much worse now.
  7. For sure it is. I was always fogging up in the HP Reverb.
  8. Try this thread: The workaround appears to be to disable the CPU core that is pegged at 100% for DCS. For many that is core 8.
  9. Thanks for confirming. I'm still undecided between the quest pro and quest 3 but I figure with the Pro I'll be able to not use DLSS if i dont like how it looks and still get performance from DFR with DLAA instead of mssa. Correct. Has anyone reviewed night missions with the Q3 and compared them with the QPro? I think the Q3 doesn't have local dimming.
  10. Others mentioned blurriness with DLSS and QVFR. Do you have it on quality mode or performance? Quality. Not just blurry but smearing of aircraft. Commercial/white aircraft look like they're on fire. It's awful. I will be going back to basics later today. Turing everything off and building back up. Initially, I will focus on image quality and then performance.
  11. I don't think you can. Yet.
  12. Who are you asking? It would be helpful to include a quote in your message.
  13. Will do... when my headset has charged.
  14. Early days... but not for me. DLSS is a performance improvement but at a loss of sharpness/detail. I have LOD turned to the max and sharpness up to 0.5. It's still not good. The clouds are looking blocky. Aircraft in the air look like they are melting with streaks of black smearing off them when you get close. It's a significant downgrade for me.
  15. It’s good. Lift, slide up or down, lower. It does the job. Easiest to get to it from under the throttle unlike in some video they try to reach over the throttle and then complain about it.
  16. My TQS arrived today. Loving it! I've had the original Cougar TQS since they were first manufactured. Nothing wrong with the old unit albeit I had upgraded it to use a hall effect sensor, added some low friction tape and converted it to USB. Now I'm struggling to find a use for the additional depress buttons of the antenna elevation dial and the comms switch. Any thoughts?
  17. I am also using this method. However, I have increased the peripheral supersampling from the default of 0.4 to 0.7. Some may find the default causes the clouds to alias in the peripheral vision too much for them.
  18. 100%. For me, the feeling of sitting in the cockpit outweighs our compromises. As for trackir, I could never really get along with it. But VR, for me, is total immersion bar g-forces or reality.
  19. You're very welcome! I'm a big fan of the K.I.S.S. principle. Keep it simple stupid.
  20. Does anyone use virtual desktop with the Quest Pro? I don't know what it offers. It's not needed to run DCS with the Quest Pro.
  21. App missed submit count would be the number of times the applications (DCS) failed to submit a frame in time to meet the 72fps frame timing. This would probably cause Oculus to dip into ASW. Either lower your render resolution or turn down some settings in DCS if you want to remain in 72fps and out of ASW. If the encoder bitrate is too low, you will see compression artefacts. Mine is set to default plus a 50 offset. I don't think I notice any compression artefacts. You can also get nasty compression artefacts in areas of similar colour (sky and sea) when in ASW. I expect this is what you are seeing rather than having a low bitrate. Leave the bitrate at default and don't try running at max render resolution. You don't say what your system specifications are or what your DCS / Oculus settings are so it is difficult to advise further.
  22. Get yourself a Globular Cluster Comfort Kit for the Quest Pro. Massive improvement in comfort. There is a version two of the kit, so try to get that. If not, they will send you a free upgrade.
  23. You'll need to check how yours is configured in the UI Layer settings as I have changed mine. null
  24. I generally use OXRTK for this. Often also have the inbuilt FPS meter open too. You can get frame times out of that as well.
  25. It's on by default and can only be changed via the config file, not the OXRTK. It's probably best to read through the quad-view wiki instructions as there are a couple of things if you miss, will give you a sub-optimal experience.
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