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edmuss

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Everything posted by edmuss

  1. Just a heads up, I've been a proponent of 60hz for ages, I'm fortunately that the flickering doesn't affect me. However when I switched to the global openxr switcher (from the old manual install) the headset registered as a quest2 according to the DCS crosseyed calibration tool; I believe this is normal because of the open composite. As I had done before, I set the eyes symmetrical to right because that's what worked. For a few weeks I was finding that I was getting super tired eyes at 60hz but not at 90hz; I put it down to being overly tired. Out of curiosity I deleted the cross eyed config file and when the tool came up I left it as default and it's been perfect since. DCS recognised the headset calibration correctly and the displays were already spot on, setting them to symmetrical offset one eye just enough to cause issue at 60hz but not be noticeable at 90hz. Might be worth a shot I'll reiterate that if you give us some appCPU, appGPU, postCPU and postGPU numbers from the WMR openxr overlay then we might be able to offer more solutions.
  2. I believe that in openxr toolkit the scaling between the two works in the same manner but NIS has more aggressive sharpening over FSR.
  3. I wouldn't try to use the in-game frametimes to tell you want the VR compositor is doing, use the wmr openxr one. Case in point, if you have 30ms then you're at 33 fps, I suspect that you're interpreting the wrong thing. edit: typically you shouldn't be getting anywhere near 30ms if you're hitting 10ms. I think it's something other than your GPU and DCS graphics settings. Any RGB lighting on your machine or winwing hardware? Similarly have you disabled hotplug in the controls options? Is your ram definitely running at full xmp speed?
  4. Exactly how beefy does the dedicated server machine need to be? Guessing it doesn't need to load the graphical assets but would still need pretty good I/O, CPU speed and ram capacity?
  5. From what I understand, the supercarrier deck is super heavy with CPU usage, try running some analytics on your CPU frametimes and see what it's doing. If you run opencomposite/openxr toolkit you may find that you get sufficient uplift to make it useable. Back to back testing with steamvr vs open composite costs me 10ms of frametime on heavy GPU load areas (like flying over Beirut) which is absolutely massive. You may also struggle with the 3060, it might have 12GB vram but I think it's on a fairly slow bandwidth bus so can't get the date through fast enough.
  6. Can you confirm if you're running reprojection or not? I'm a bit confused by your statements on frametimes, assuming you have reprojection off then 80-90 fps is 12.5-11ms. Are you getting GPU spikes to 35ms? 20ms is 50fps, you want frametimes to be low to get fps high are you saying that your minimum frametimes are 20ms? Using the openxr tools (desktop app) performance overlay read the appGPU and postGPU when the performance is bad. For nominal reference appGPU is the time taken for opencomposite to render the frame and postGPU is the time taken for post processing (reprojection/filters/FFR etc.). Given your hardware then the settings in DCS shouldn't make much difference (+/- 5-8ms or so at most I would guess) and you should be able to run atmostly high without much hassle.
  7. I don't think that will work currently as DCS doesn't natively support openxr, we have to use open composite to hijack the openvr and translate to openxr.
  8. Is it possible to implement a method of panning the F10 map without having to use the mouse in VR to click/drag? Alternatively if VR mouse is utilised (whereby the cursor is slaved to the headset) could this be used to click/drag using head movements (assuming mouse clicks are bound to hotas or similar). Not game breaking issues but perhaps more a QOL improvement
  9. I've tried various combinations of modifier keys with no joy, if it should be bound to key then I'll try resetting the keyboard config to default (there's only a couple of modifications I use). Bummer! I don't think it makes a difference but I'm doing this in VR, mouse controls are bound to the warthog CMS switch so I can mouseclick and wheel zoom on the F10 map but the mouse click and drag doesn't pan. Perhaps if the cursor could behave as it does in the VR cockpit (slaved to the headset movement) and click/drag/click/drag would pan it about then that would be a nice workaround - saves having to bind 4 more buttons for x/y axis panning. One for the wishlist?
  10. Interesting, it doesn't work for me, is there a specific bind for panning? It could be that they've been inadvertantly cleared.
  11. Rather than make a new thread with another silly question I thought I would hijack my own silly question thread, @Flappie as you're such a helpful and knowledgable person, do you know if there is any way to pan the theatre map without using a mouse?
  12. Why not bind mouse buttons to hotas (I use the warthog pinky paddle as a modifier for the CMS switch - left/right for clicks and forward/back for wheel) and simply use VR mouse and the cursor will slave to the headset movements. When you start flying manually position the cursor in centre of view and then you just look at a control and click hands free
  13. A long press on the windows button on the G2 controllers will bring up the wmr overlay, you can turn the torch on and off there if required. Just not using voice would be simpler
  14. For those people using reprojection, specifically those who have suffered from the performance tanking to 15fps. Try enabling HAGS and see if it still tanks, please report back either way. Last night I was trying out the Street Sweeper Tango mission (urban helo over Beirut) and it was instant and constant performance tank to 15fps (24ms appGPU so should be comfortably reprojected to 30Hz). Just re-enabled HAGS and it's 100% locked to 30Hz without any drops at all
  15. Is it possible to rest your heels on the floor and just use differential pressure from your toes to keep the movements small? Perhaps a stiffer spring might actually help by giving something to push against? I have neither F16 nor crosswinds but since I built my own pendular rudders with my heels on the floor I've found that I can get miniscule rudder inputs by simply flexing my toes. It might help that I designed massive travel into the pedals (there's about 250mm of pedal travel) so the accuracy is pretty high, have to dance around a bit in the chair to get max rudder input though
  16. I've not tested on Marianas yet, will do so and see if I can get it to stabilise again. All being well the tanking performance bug should be sorted soon then only 15% will rage quit and another 25% will investigate in VR
  17. I think perhaps spike is the wrong word, a better phrase would just natural CPU frametime increases due to mission etc. Currently the only time I see CPU bound is when I've accelerated time 5-6 times. In normal flight it never comes up; this may just be a factor of my GPU running slower than yours though, it gives the CPU more breathing space.
  18. Steamvr would always drop reprojection at 50hz for me, it's not a case of aggressiveness of the reprojection, simply a case of the overheads needed. Steamvr may be more efficient but I have no data to quantify. Reprojection costs me about 3.5ms, I have no idea if this is reduced with a faster CPU or GPU? I think that with the current CPU usage in DCS is nigh on impossible to guarantee keeping >60fps because the CPU only needs to spike and it's dragged the GPU down and the reprojection has dropped out.
  19. Yeah, us biologically superior beings can use a reverb G2 without needing fake sunglasses Are you using reprojection at all? I guess with your 6900xt you probably don't dip below 60 often?
  20. edmuss

    VR Ears

    The G2 audio is really nice, far more immersive than any headphones for me. The physical lack of contact with the ears makes a big difference.
  21. SoH in 60Hz shocker! I can see the headlines now Good catch on the sunglasses filter, it might be worth other people trying that out as well! I've found that I don't quite have enough oomph with the 3070 to keep above the 60hz at ALL times with missions like foothold without dropping the settings down. As sweet as it is to be above refresh at 60fps, if it drops below then it's down to 30Hz vsync which gets rather frustrating when you're pulling 56fps! Anyone want to give me a faster GPU? Note that I'm only running lower resolution to try to claw back some performance, with your 3090 you should be just fine at 3160 wide (100%).
  22. I'm testing out running reprojection again, doing so enables me to run MSAA x2 +MFAA with 2800 resolution which gives a really good image. Sits at 45 on Caucasus and 30 on Syria, apart from the annoying performance tank described above it's pretty good; the artifacting is something I'm working on ignoring
  23. Yes, it's linked to how openxr is handling the reprojection, I believe it's supposed to be fixed sometime this month when the next runtime is released. Pause, alt tab out till the postGPU frametime on the wmr performance overlay settles to normal (3-5ms ish) and then it should be good. Menus and the F10 map trigger it quite reliably. edit: Regarding running without reprojection, if you don't hit refresh rate then you're relying on the openxr vsync to line up the frame with the headset position, it only does this for rotations so translations appear as a double image which is the stuttering you're describing. Some people are more susceptible to it than others. The only way to be perfectly smooth without reprojection is to be above refresh rate (generally 90fps) which in DCS is currently incredibly difficult to do all the time because the CPU will inevitably drag it down. You can try 60Hz refresh rate which brings the smooth image threshold back into the realms of possibility in DCS but that all depends on if you're susceptible to the refresh rate flicker.
  24. That was the case, obviously the 5800X3D has removed the CPU bottleneck but.... In the scenarios when the 3600 wasn't tanking and I was GPU bound (typically CPU 8-10ms, GPU 15-18ms or there about), the 5800X3D still lifted performance by 25-30%. Now my GPU is pretty much completely free of bottlenecks regarding the VR rendering (CPU time > GPU time). I've only ever stated my experience of the change, how much difference there would have been compared to a regular 5800X I don't know. Similarly I don't know how much of higher levels GPU performance might have been unlocked.
  25. Bound in module specific and it works perfectly thanks
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