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Everything posted by edmuss
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Binding F10 / F1 to hotas
edmuss replied to edmuss's topic in Controller & Assignment Bugs - General
Ah, I'm not 100% sure on that one, I'll check tonight; I suspect that I would have added the binding in general as it would be a common one across all modules. Will check back and investigate setting it module specific, thanks -
I've been trying to bind the theatre map to buttons on my warthog (using the paddle as a modifer) but getting nothing, it works just fine with the F10 but no response when bound to a different controller. Is this a known issue or is there a workaround? I did notice that F10 is bound twice (default bindings) for theatre map and theatre map zoomed to aircraft, is this linked?
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Saved HOTAS profiles -- best way to save?
edmuss replied to tuffysdad's topic in DCS World Tutorial & Help Requests
I save a profile per module per device in addition to a UI layer and general (module non-specific for things like time acceleration & pause etc.) I have no idea if this is the intended methodolgy but it seems to work for me -
AMD 5800X3D, the new King for flight simulators?
edmuss replied to maxsin72's topic in Virtual Reality
In certain situations yes. Ryzen5 3600@4.3 all core overclock, on free flight missions the GPU would run at 95-98% load with the CPU a few MS faster, obviously as soon as any significant AI/scripting got involved the CPU took a dump all over the GPU and dragged it kicking and screaming down. Even in the lightly CPU loaded missions (A10 instant action for example) the framerates went up by about 15fps, when the scripting gets heavy the 5800X3D just shrugs it off and keeps it GPU bound still. It really shines on the Syria cities, KA50 runway instant action over Aleppo would give 35-40 fps with the 3600 and 50-55 with the 5800X3D. Yes I was pleasantly suprised Note that my 3070 is reasonably overclocked (for a bog standard FE) and currently second fastest on the global 3Dmark firestrike results (in combination with the5800X3D); from what I understand, firestrike is the closest to representing DCS gpu performance. -
It's only tracking in 3DOF rather than the normal 6, first of all reset the environment data in the wmr settings (wmr builds a picture of your environment so it can recognize features to track against), if that doesn't help then look at the area you're playing in. When you first setup the reverb in wmr it should have gotten you to look around and then at the floor, this is basically scanning the area for things it can track. The G2 needs a little light to track the environment, too much (bright sunlight) can cause the controllers not not track as well though. It's helpful to have discernable objects and shapes, generally the normal desk/monitor setup is sufficient.
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OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
edmuss replied to nikoel's topic in Virtual Reality
From what I've read the reverb has no issues with windows11 generally, personally I'm using a reverb G2 on windows10. I suspect it will be linked to the oculus software not playing nicely and trying to force the wrong software configuration somehow. edit: I've found that whilst having HAGS enabled doesn't run as fast as disabled (ignoring that it used to cause instability in steamvr) it isn't a significant loss, certainly another thing to check though. -
OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
edmuss replied to nikoel's topic in Virtual Reality
Running openxr runtimes won't fix your problems, get it running smoothly with steamvr first and then make the jump over From your other threads it sounds as though you're trying to force the reverb to run with oculus, I'd uninstall everything oculus related entirely and get WMR and steamvr running first. -
OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
edmuss replied to nikoel's topic in Virtual Reality
Yeah, there are some downsides to VR (blind and sweaty) but that's the fun of it right? -
OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
edmuss replied to nikoel's topic in Virtual Reality
It might be possible via WMRP, it would mean picking up the controller and taking focus from DCS though. No idea if it's possible to display in the headset as an overlay at the same time as flying though, personally I couldn't think of a worse thing for DCS -
I think it should be if you have the use latest runtime preview checked in openxr tools. I believe that it will also eventually be rolled out automatically, bundled as part of a windows update in the future.
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AMD 5800X3D, the new King for flight simulators?
edmuss replied to maxsin72's topic in Virtual Reality
Yeah I saw 25-30% increase in free flight where you're definitely GPU limited. Worth it from a zen3? Possibly not, definitely worth it from a zen2 though. -
For those who are finding that reprojection is tanking performance straight down to 15fps, this is a known issue and should be rectified in the next release of the WMR openxr runtimes; current is 111, 112 is anticipated to release this month and should include the fix. If you are suffering from tanked performance with reprojection on mission start, generally alt tabbing out of DCS and back in once the framerate has settled to normal (in my testing this has taken 5-20 seconds) will generally fix the problem. This is similar symptoms to the steamvr VRAM overflow issue but this doesn't appear to be caused by lack of VRAM.
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My lad says that his quest2 hand tracking sucks compared to the leap motion
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MFAA makes MSAA 2x look like MSAA 4x, that's about the size of it
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For reference I still get slightly higher fps in openxr over steamvr in back to back tests with identical settings, it's around 2ms better for me. Much smoother in openxr though, more frametime stability but worse reprojection (not that I use it). You can't really compare outright GPU performance between the different runtimes if you have reprojection turned on.
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Try to recentre your VR view so that you're a little closer when seated normally. Lean right back in the chair, press recentre and then sit normally, it would be analogous to having a cushion behind you in an actually cockpit I guess Failing that have a play with the IPD setting in DCS, this will affect the world scale of the cockpit (not your headset IPD - it's a bit of a confusing name) and you should be able to get the MFD's a bit closer.
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I would hazard that you could turn all settings to almost maximum and get the same performance, sounds as though you're CPU bound. Fly a free flight mission on Caucasus without reprojection and then see what it's doing
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My personal preference would turn down/off MSAA and run higher render resolution. The upscalers introduce shimmer in DCS which is what you apply MSAA to combat. MSAA cost in DCS is high, if you have an nvidia gpu try 2x MSAA with MFAA enabled, not too sure if it works in VR but worth trying.
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Working fine at my end? OB 2.7.16.28157.
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I'm fairly certain that when I tested my leap below the headset it didn't offset the hand position within DCS. Similarly having it further or closer from the heads rotational axis didn't affect the position. Check the position of the hands in the ultraleap visualiser, in my experience they appear in the same position in DCS. Could it be to do with the pimax registering the centre of rotation? Perhaps it behaves differently with wmr?
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Thanks for the clarification, you're right about mixing up the wmr/toolkit overlays. Would it be fair to assume that the toolkit overlay would give a more complete number on performance?
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Because we want to see how badly our overpriced GPUs are working
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Afraid I don't myself, @mbucchia is this something that is possible?
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Is it time to talk to HP tech support about a defective headset?