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slughead

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Everything posted by slughead

  1. A simple test is to try the single-threaded binary. Also, I run with HAGS on and don't have any problems.
  2. This sounds like you are experiencing the core parking bug in the multi-threaded binary. There is a workaround here:
  3. I gave it a try last night. For me, at various god like, ultra etc settings I could not maintain 72fps in Caucus free flight. It was quite a stutter fest. No sparklies though. I had qvfr working as well. I am linked direct to my pc wireless hotspot and which has no issues at all. What I could see on the DCS fps meter is huge spikes whereas running with Oculus Link is mostly flat with some tiny bumps. Something clearly isn’t right. I might have another go today but I’m feeling that I’ve wasted £15 on an experiment when my Oculus Link was working ok. What I did notice, albeit not enough time to really tell, is that with VD there was no audio stutters.
  4. I don't know what specs you are running but I can maintain 72fps over normal Oculus Link. The real test is what can you get near ground level over a town and max corner speed/ Level flight is not really a test of performance.
  5. Righty then. I might give it another go. Ta mucha.
  6. Which headset are you using? I have the QP and when I tried VD I saw sparklies tracking my eye movement.
  7. For sure you will see an improvement doing this. I've been running OpenXR for a year or so now. I'm of the same/similar mindset as you. I like to configure so that I achieve 72fps in Caucus without going into ASW whilst flying low over a reasonably sized town and turning at max turn rate. I find the F-16 instant action take-off mission is a good test track for me. I too run MSAAx4 and the shimmering is significantly reduced to the point that it isn't distracting. However, DLSS is a blurry mess for mid to distant objects. DLAA is somewhere between MSAAx4 and DLSS. And that's with render resolution (PD whatever folk want to use) bumped right up. I haven't tried your track file yet but promise to do so later. Erm, no. You either use DLSS or DLAA, not both together. Yes, the best visuals are only achieved by increasing the render resolution. But they're still not as good in my opinion. Exactly. Did that. Maxed them out, still not as good visually though. It does improve it, just not enough. Especially with slightly reduced MFD visuals and the fiery Phoenix aircraft. Done all that. It's just not good enough for me compared with MSAAx4 and a lower PD. As I said in my first message, I'm going back to my original settings to get my personal baseline back in the forefront of my mind. Then I might after a week or so try again with a clear head and the hype has died down.
  8. I have tried. Honest, I have. DLSS is a blurry mess. DLAA is a little better, but the smearing of aircraft, yuck. The performance gains are not enough to endure the loss of visual quality. God damn it, I bought a Quest Pro and a 4090, not a 2080 and a Quest 2! Therefore, I am going back to MSAAx4. I was happy with that. The performance was good with most settings maxed out and just shadows toned back a little. I'm going to fly with my old settings again for a week or so and then perhaps try DLAA or TAA again once I have my baseline back in my head and the hype has died down. I think we all expected a lot from DLSS/DLAA. Sadly, I don't think this is for VR flight sims at this time.
  9. Personally, I don't see the point of overclocking the 13900. It runs hot as it is so overclocking you are very likely to hit thermal throttling and may end up with the CPU running at slower clock speeds than if you were running at stock settings.
  10. Really? I tried VD a week ago. I wasn't impressed. Sparklies that seemed to track eye movement. Probably other issues too. Stutters perhaps. Link just works for me. I'm on a Quest Pro. I'd be interested to hear what other Quest Pro users think.
  11. Correct.
  12. QVFR has turbo mode on by default. This solves the terrain stuttering for many. It also screws up the frametime reports. (see the wiki). I don't think there is any point using QVFR if you don't have eye-tracking. You may as well stick to FR in OpenXR Toolkit. Try enabling turbo mode in OXRT and see if that helps your stuttering.
  13. It hasn't helped, unfortunately.
  14. I think someone here was having problems keeping their headset charged enough using a normal or OEM USB-C cable plugged into their motherboard. It's worth checking to see if your Windows power plan is set to high performance rather than balanced. It seems with the balanced power plan, mine does not provide enough power to the headset.
  15. Try looking at moving aircraft. The trailing edges and sometimes leading edges smear/melt like a firey phoenix with DLAA/DLSS.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. If it was due to throughput then the video would be glitchy too.
  21. No. And I agree, it's much worse now.
  22. For sure it is. I was always fogging up in the HP Reverb.
  23. 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.
  24. 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.
  25. 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.
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