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Everything posted by edmuss
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I undervolted my 3070fe to 850mv when I got it and it ran lovely and quiet, however in the quest to get more frames I played with overclocking it. I'm currently on default curve, +175mhz core clock and +1200Mhz vram; power limit is set to 105%. This gained me a significant fps boost in DCS (about 5-10) with only a minor increase in heat, peaking at about 76°C (as opposed to 68-70°C undervolted) and boost clock is pretty stable at 2100mhz in DCS. If I reduce the voltage at all then it drops the boost clocks, it tends to sit around 1030-1050mv on full chat. This is currently 61st globally on the the 3Dmark firestrike ratings for a R5 3600 / RTX3070 system, 96th percentile https://www.3dmark.com/fs/27583465 Removing the overclock gives less frames, the fans still spin up to the same speed <55% but obviously with less heat build up. The above may well not apply in the same way to the higher level cards as they're more power hungry initially and probably gain more by reducing the voltages/heat to preserve boost clocks.
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You don't need much of a deadzone, I think mine is set to 4 on the curve. That said even with the deadzone on my warthog still needs an occasional tap to get it to release the hands. Perhaps if any devs are looking there could be a timeout on last controller input rather than an absolute dead centre requirement. Or even don't disable the hands interaction at all, with pointers disabled only the tip of the index finger is active and when gripping the stick or throttle it's generally occluded from the leap so shouldn't accidentally trigger anything. Have the virtual hands lock onto the virtual stick in the same way but when the hands are registered as moving outside of a prescribed area by the leap motion unlock them and move them accordingly. Easy for me to say, probably harder to code! @BIGNEWYcan we pass this on as a suggestion/possibility?
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The hands will stay hidden if DCS is detecting some input on the control axes (pitch/roll/throttle), normally it's due to the the stick not completely recentring. Try adding a slight deadzone to the stick and see if it alleviates the problem. I think it would be great that instead of hiding the hands when physical control inputs are added they snapped onto the virtual stick but that's a wishlisting item for immersion not a game breaker
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I think the setting is "hands move throttle and stick" from memory, if you enable this then the virtual hands will snap onto the virtual controls. Once snapped on any hand movements will give control input to DCS. When you have a hotas it's a bad thing because you'll have two sets of inputs conflicting. It works if you want to fly without a physical joystick but then you'll be limited when it comes to buttons on the stick itself. If you disable the hand move controls then the hands will disappear as long as there is any stick input or throttle input delta applied.
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OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
edmuss replied to nikoel's topic in Virtual Reality
I see no frametime improvements from kegetys shader mods now, even the albedo supersampling is identical so it's either been incorporated into DCS or made non functional. There might still be FPS gain from the simple glass but I never used it much because of the reflections on the A10 dials. -
In steamvr I used 60hz with reprojection down to 30hz but that was also bouyed up with FSR and shader mods. Steamvr was pretty stable with regards to crashes if you ignore the vram hole, however with HAGS on the memory hole problem didn't happen but steamvr would crash. The frametime tanking to 40-60 sounds very much like the vram hole bug, it will most often occur if you were to fly a new mission without restarting DCS or respawn. Fpsvr will show it as dropping frames constantly. Openxr is better on vram usage so the vram bug instances are few and far between, very occasionally it does grind to a halt but that's normally when the settings really are too high.
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Switch to OpenXR and as long as you're happy with running reprojection or slightly lower settings then you should be ok. The crappy amount of VRAM may hold you back a bit on some maps/modules. Needless to say, get your processor overclocked as much as possible, I would guess that it will be starting to hold you back with clockspeeds and raw horsepower. DCS via steamvr has a vram memory hole somewhere that causes the frametimes to tank, it can be temporarily alleviated by alt tabbing till they settle and then resuming, it's not a 100% fix though. OpenXR uses less vram so it less prone to the problem, I do still come across it once in a blue moon if I have settings cranked up high. On my 3070 it only makes a couple of ms difference in frametimes from VR preset to mostly high but it does have a significant impact on image quality. My two main avenues of attack for tuning DCS with openxr is as follows: - Run the reverb at 60Hz and 80% render resolution with motion reprojection turned off and adjust the settings to achieve >60 fps, on my system this is generally high textures and most of the other settings medium. By beating the 60 fps refresh rate you get syncronised displays and it's super smooth without artifacts, downside is the reverb has a refresh rate flicker at 60Hz that some people can't stomach. or Run the reverb at 90Hz and 100% render resolution with motion reporojection turned on and adjust the settings to achieve >40 fps, on my system this is high across the board apart from view distance, shadows and clouds on medium. Motion reprojection keeps the displays smooth but it does artifact a little, the additional GPU headroom allows you to push the settings up though. Up until recently the reprojection in openxr caused significant artifacts but it seems much better now (although still not quite as good as steamvr implementation); additionally the openxr reprojection can step down in multiple fractions (half/third/quarter) of the refresh rate whereby steamvr can only step down to half refresh - this is super powerful because it allows smooth display down to about 35 fps.
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Ah, you were talking about trying to unlock the reprojection in OXRDT not OXRTK The developer toolkit (as it was called when the thread was started, now called OpenXR Tools) was originally the only place to enable/disable MR. Now the functionality has been added to OXRTK (OpenXR Toolkit as it has always been called) to enable/disable MR as well as the refresh rate lock. You won't see any difference unless you go outside of the bracket that you've locked it to. If you lock it to 45fps reprojection then your ingame fps will be locked to 45 until such time that you can't achieve the frametimes required to sustain the reprojection (22ms - a few ms overhead; approximately >18-19ms appGPU) at which point it will disable reprojection and it will turn into a comparably stuttery jankfest™. Similarly locking to 30fps reprojection will lock to 30 until you can't achieve frametime (33ms - overhead; approximately >30-31ms appGPU) and it will disable. Your fps will never go higher than the set lock even if you beat refresh rate of the headset. Setting it to unlocked allows the reprojection to automatically step in fractions of the refresh rate (1 , 1/2, 1/3, 1/4 - so 90fps, 45fps, 30fps and 22fps respectively @90Hz). If you can beat refresh rate (90 or 60 depending on your settings in WMR) then reprojection will disengage all together and you will have perfectly smooth and stable image with zero artifacts. I see no reason to lock it at all unless you're susceptible to the changes in framerate (I see no difference) and openXR is much smoother at transitioning reprojection on/off than steamvr is.
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OXRTK was on an earlier version when I wrote this and the menu options changed around slightly. I think the option to lock/unlock the MR refresh rate becomes available once you've set MR to always on although I could be misremembering
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The original abbreviations that I concocted for this thread we're just to save having to type them out over and over again I'll edit the first post to reflect their software names have altered, hopefully shouldn't cause too much confusion!
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3080 10GB vs 3090 24GB or OCULUS QUEST2 vs VALVE INDEX
edmuss replied to Ericcaff's topic in Virtual Reality
The current ram speed will be shown on the performance/ram tab in task manager, alternatively install cpuz and that will tell you what is currently running at and what the spd profiles are (these are the same as the xmp). There's a small thread on here about setting up openxr, it's primarily intended for WMR headsets but people with quest2 have used it and reported good improvements. It won't necessarily improve performance massively though. -
3080 10GB vs 3090 24GB or OCULUS QUEST2 vs VALVE INDEX
edmuss replied to Ericcaff's topic in Virtual Reality
As above, you have plenty of horsepower to drive DCS, but there are so many variables and system configuration options that you need to find out what's holding it back. You can simply throw money at it (a 3090 in this case) but if the bottleneck is because you haven't set your RAM to it's correct xmp profile (for example) then it's going to make zero difference. Before you can start to make choices as to which direction to go hardware wise you need to know what the problem is. Get some performance metrics that give you CPU and GPU frametimes for the VR renderer (fpsvr for steamvr, openxr toolkit for openxr etc.) and then that should give you some indication of what's going on. Plenty of people use the quest2 for DCS, technically not quite as high resolution as the G2 but by all accounts there is very little difference between the two. Unfortunately if you can't beat refresh rate of the headset then you're going to have to live with ASW and any artifacts it might produce or suffer from a stuttery display with certain head movements. Using openxr with my G2 and 3070 I can either: - Reduce resolution to 75% and set the headset to run at 60Hz, disable motion reprojection (ASW equivalent) and run medium settings. I can achieve >60 fps 95% of the time which gives a perfectly smooth experience with no artifacts, the offset is that the reduced resolution causes slightly more aliasing. Keep resolution at 100% and set the headset to run at 90Hz, enable motion reprojection and run high settings. With openxr it sits at 45fps and is perfectly smooth, when GPU load gets too high it drops to 30fps and is perfectly smooth, the offset it that you occasionally get some artifacts. DCS isn't war thunder, unfortunately there's too much going on to make it a plug and play VR experience but there's plenty of information, knowledge and experience on here to get it sorted -
I think you're getting the names mixed up OXRDT is the developer toolkit that you download from the microsoft store. This allows you to set the runtime to openxr and adjust a few settings. OXRTK is mbucchia's toolkit that your download from GitHub. This gives you a huge amount of control over the openxr render output.
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If your setup is good and you disable pointers it works really well; the mouse click emulation is a bit shonky though, I can't use it at all.
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I've tried both options with the same results, I currently have it enabled ingame via OXRTK and disabled in the dev toolkit.
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No I've got that set to zero, never needed to use it for directing the mouse pointer (I prefer to use the leap motion in reality). Currently I'm running on all the bells and whistles, 100% render, no upscaling/FFR, high DCS settings and MR is keeping it happily super smooth with minor artifacts - it is far better than it was when I started this thread; back then it was jelly eels all over the screen if I so much as looked at the ka50 @nikoel try it, you might even like it
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I don't see any difference between OXRDT MR disabled with OXRTK MR always on vs OXRDT MR always on with OXRTK MR always on. I still get distortion of the pitot tube, wing ordnance and MFD glare shields in the A10 and bubbling around the mirrors and on the ABRIS in the KA50; it's the same with both options. That said, it is certainly better than it was when OC_ACC was first applied to DCS. As a matter of fact, on a whim I re-enabled MR a couple of nights ago and noticed that it's far less artifacty than it used to be. Still not as good as SVR but certainly far more useable
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Ah so set to enabled in the toolkit but disabled in the dev tools, not tried that will have a look
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Yeah it's a shame that there's not another distinct step like Oculus does with the 72Hz, might open it up a bit more for people.
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Yeah the 60Hz is the key, beating refresh rate makes VR all the better. 60Hz just moved the goalposts to make it easier to achieve
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As in disabling MR altogether? Which bit works better?
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Just a quick test, A10 @ angels12 over the eastern sticky outy bit of Cyprus and I'm getting 80 fps. G2 @ 75% with the same FFR and the same settings except I have standard clouds not high. Not sure what map he's on, guessing its PG which I don't have. I'm not suprised that he's beating refresh rate given that he's got at least 2500 quid invested in the hardware edit: @ZoneySD yes it is possible to run DCS via OXR with a pimax. Performance wise Vs SVR I don't know if there's an increase. The video posted proves it can be done but the hardware used is so capable of brute forcing the frametimes that it proves nothing.
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To be fair he's getting >90 fps using a 3090ti at approximately 75% G2 resolution. I think I can almost get performance like that high over water with my 3070
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AMD 5800X3D, the new King for flight simulators?
edmuss replied to maxsin72's topic in Virtual Reality
I'll let you know how crap it is with a 3070