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Posts posted by edmuss
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1070 wouldn't be a bad stop gap and wouldn't be too far out of balance with the rest of your hardware, but for the money the 3060ti would be better and put you further forward on the future upgrade path. From my research when I picked up my 1070 a few years back, they were faster than the RX580 so that should give you some judge of expected performance.
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7 hours ago, dburne said:
Just wish it would salute on the catapult.
A leap motion IK rig should allow this. Essentially the leap motion gloves would dictate the position and orientation of the hands whilst the arms would be attached to the virtual pilot shoulders and wrists of the gloves and move in a realistic fashion based on the IK skeletal structure.
If a trigger zone to the side of the virtual head/headset was set up (in a similar fashion to the existing leap motion button pressing mechanisms) then that could be used to trigger a salute command to the SIM
I dare say a long way off if at all though!
edit: thinking about it, the pilot body may already have an IK arm rig set up as (I think) they move with the stick/throttle when they're actuated. One to wishlist I reckon.
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My old 1070 would pull about 45-50 fps on maximum settings at 1080p, that is with a faster cpu to drive it though, didn't cut the mustard for VR though so grabbed a 3070.
What budget are you looking at? I sold my 1070 back in November on ebay and bidding went up to £341, for that money you can almost have a 3060ti which will blow a 1070 out of the water. In the end my 1070 to 3070 upgrade cost me 24 quid out of pocket; £469 for the gpu - £150 xmas cash bonus - £295 for the 1070 (after ebay fees etc) simply the cheapest GPU upgrade I've ever made
If you're in the UK or EU then sign up to the telegram channel FEPartAlert, that will ping when the 30xx nvidia card stocks come in and if you're quick enough you will get one for msrp. You may have to be patient, the drops are pretty regular once a month, the last one was last week.
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Now could the VR pilot be set up with IK rig arms driven by leap motion gloves? That would be awesome, your arm will never be in the way because you would be moving it with your hands
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Yup, the vrperfkit has a number of options for upscaling the vr image. It renders at the ratio and then upscales to the render target resolution (steamvr resolution).
Up to now most people have been running it at steamvr 100% but it has been shown that if you can feed it more pixels before upscaling you get a better image quality which reduces the shimmer. Sweet spot seems to be 120-130% and then render scale of 0.7-0.8.
Easy instant action A10C on Caucasus I can get more than 60fps (frametimes below 16ms) for the entire mission unless I drop a bomb and the crater bug dropped it to around 50-55fps. Syria at 4000 feet over the Bekaa valley gives about 15ms. I do have enough headroom to turn on MSAA as well which really smoothes out the image.
Note that I run the reverb at 60hz so I have headroom down to 33fps before motion smoothing turns off.
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41 minutes ago, Rogue Trooper said:
I expect as the steam SS increases towards 100% I can say goodbye to a few maps.... which is fine, as long as I can hold onto Syria and all lower maps..... I would like to hold onto Beirut running at a smooth 45fps though.
You might be surprised, jumping from 50% to 100% is only a couple of ms difference in frametimes. You should be able to run 100% all day long.
I can run 130% with vrperfkit fsr@0.75 and still pull over 50fps over Beirut, turn on MSAA and it's closer to 45 when at 500 feet. Your machine should be quite capable of the resolution bump, it's not a linear relationship to performance.
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47 minutes ago, Bvv.Fr said:
good topic, thanks
is it possible to disable the virtual fingers touch in the cockpit?
I just want to see my hand in VR without interactivity, (because I have a real physical cockpit)
merci
I don't think you can directly, you might be able to hack around it with enabling pointers (which I think diables the fingertip interaction) but that would mean that every time you make a fist you will get green or blue pointers zooming round the place. Alternatively, it's only the index finger that will interact with the cockpit when pointers are disabled, the rest are all fully tracked but incapable of pressing buttons; if you were to keep the index finger folded and use the middle finger for button presses then it should work.
Additionally unless your physical pit buttons marry up with the location in the virtual pit you might end up with quite a jarring disconnect, that said it might be close enough and work for you. Distance to the front consoles/buttons can be adjusted by leaning forwards/backwards and resetting HMD centre before sitting normally, this may help get the forward controls in the right place so the virtual controls are in the same place as your physical controls.
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Possibly try resetting you environment in steamvr/Oculus/wmr (whichever you use).
My view always defaults to the same place and I adjust each time by leaning right back against the headrest and recentring the headset view before sitting normally again. This helps by bringing the front console towards me which allows leap motion to work better with my desk/stick/wheel/shifter setup; the lateral position is always centred though.
I don't think the 2D cameras controls are the right tool, try searching the settings for vr headset reset and see if that helps.
edit: have a look here, specifically Drac's reply: -
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The headset won't be bottlenecking the GPU and your machine is more than capable of driving VR. Your issues will be lying somewhere in the configuration of the VR renderer (should be oculus rather than steamvr in your case) rather than the hardware itself. Upgrading to a G2 would give a significant improvement in visual clarity (which can aid comfort and efficiency in the sim) but would invariably result in lower framerates because you're driving many more pixels. Note that high framerates do not necessarily equal a smooth experience with DCS VR, it is possible to run a WMR headset down to a little over 30fps and still have a completely smooth, stutter free image.
Trawl through the guides above and you should come across the right combination of settings that works with both your hardware and yourself. DCS VR is far from plug and play but when you get the settings nailed it can be glorious
edit: on the mid spec machine in my signature I can run the G2 with mostly high settings with frametimes between 11-20ms (90-50 fps) and it's butter smooth.
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I found that CAS at the same upscaling as FSR gave a good bump in FPS but wasn't as clear, things looked a bit indistinct and with more shimmer; MSAA was required to calm it down which negated the performance boost.
For me FSR gives a clearer image but upscaling from the higher initial resolution reduces the need for MSAA with minimal performance hit.
Curiously 50% resolution only gains me about 2ms on 100% but at significant loss of clarity, MSAA on top of that costs more than the saving and it still looks a bit rubbish. Running 120% over 100% is only a relativity small performance hit.
edit1: tried turning off the DX11 toggle and it breaks my motion smoothing entirely, both WMR and steamvr. It does appear to give me a couple of extra ms though but even though I'm below 14ms with a green framegraph it's jerky as hell. I tried with HAGS on (my normal setting because it alleviates the vram hole bug) and off and both result in the same thing.
Shame really as the extra performance would be handy, will do more testing to see in there's something in nvcpl I have that might affect it. For what it's worth I saw no difference in visual quality between DX11 forced on or off.
edit2: I'm not sure what settings have made the effect but I now have force DX11 toggled off, HAGS off and smoothing handled by steam rather than WMR.
Pushed it up to 130% with FSR 0.75 and now getting 14-15ms where was getting 18-19ms with 100% FSR0.75 and MSAAx2. Granted the road edges are still visibly dancing but on the whole it's a much more stable image. 500 foot over downtown Beirut is 15-21ms and 4000 foot over the Bekaa valley is 14-16ms.
Unfortunately now I have HAGS off I'm suffering more with the vram hole, hopefully that bug gets squashed soon.
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I have DX11 toggled on and haven't tested the 120/0.75 without, I will do and see if it makes any difference. I already had the advanced supersample turned on.
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Been playing with SVR 120% FSR 0.75 with no sharpening at all and it's giving a decent image without the hit of MSAA. Good enough for mostly over 60fps over syria on an empty mission with medium high settings. A10C easy instant action is 12-16ms frametimes for the duration of the mission. Running at 60Hz so smoothing is generally disengaged which is ideal.
Only other mods are Kegety/SoH's clearwater and Taz's low bit depth A10 normal maps.Logical now that you've explained it @nikoel so thanks for that
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Makes no difference frametime wise but the quality of the MSAA is near doubled.
Basically MSAA x4 for the cost of MSAA x2.
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1 hour ago, speed-of-heat said:
neither MFAA nor nvidia CP AA have any effect on VR.
MFAA does work in vr but you have to have MSAA enabled for it to do anything
Never managed to get any other nvcpl AA settings to do anything though.
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Yup that's a bug that's been reported by a lot of people, not sure if it's DCS or steamvr but alt tab out does seem to help. Big help for me was to enable HAGS which stopped the sudden dropped frames and associated dive in performance.
Glad it's working out properly now, DCSvr really isn't bad on the whole but it's generally not plug and play unlike the super polished half-life alyx (but that's a completely different kettle of fish).
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These are my current settings (except I run high shadows now) using a 3070.
Additional mods/tweaks I'm running are: -
vrperfkit (with foveated render patch) fsr renderscale 0.77, sharpness 0.2, fixed foveated enabled 0.6/0.8/1.0
Kegetys VR shader mod with speed-of-heat's clearwater version
Low bit depth normal maps for the A10C by Taz1004
Steamvr 100% PD 1.0I get between 12-24ms frametimes depending on mission - A10C easy instant action I generally get 14-17ms which equates to 75-58 fps.
edit: don't forget that the fps counter won't be reliable if you're using motion smoothing. Use the frametimes to judge the performance, divide 1000 by the frametime to get the fps, roughly 11ms = 90fps, 16ms = 60fps, 20ms = 50 fps.
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You're right, why on earth did I have it in my head that it that the two weren't compatible?
Just tested both WMR and steamvr smoothing back to back and they do both work, I shall correct any future advice I may give!
Incidentally, I noticed a slight increase in performance with steamvr smoothing over WMR but it seemed a little more jerky when it switches on/off. Try both
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49 minutes ago, speed-of-heat said:
I would set motion smoothing to forced...
Specifically set the WMR motion smoothing to auto or motion vector, auto will disengage it above refresh rate and motion vector with keep it engaged all the time and lock FPS to half refresh rate.
The steamvr motion smoothing has no effect on WMR smoothing.
It won't necessarily solve your FPS problems but you should be getting far more than you are.
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Thinking about it, there could also be a link to physiological tolerance as well. For example I don't see the 60Hz refresh flicker in the G2 yet for some people it's a instant headache inducing vomitfest™! Perhaps I'm less perceptive of the AA shimmer? Applying 2xMSAA reduces it for me, adding MFAA almost eliminates it (barring the cloud/horizon interface jitters).
I did test the KA50 Marianas ship take off last night and for me the MFAA makes a big difference to the adjacent ship although it does still shimmer. Similarly, low level over Syrian cities there is slight shimmer visible but up high I can barely see it.
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Try having a look through Ted's thread about running vr on AMD GPUs, granted it's for the 6900xt but some of the Radeon specifics might be applicable?
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That's odd, try hovering the tip of the finger just above the button below pressing it, I think the finger has to be in an 'activation zone' before it can press the button. The OSB should have a purple square light up next to it to show that you've pressed it.
I also found that parallax errors could mean that it was quite easy to miss the activation zone if I was using the far MFD OSBs for example. Initially try learning in so that you're directly square to the button. You should get the hang of where it needs to be and it'll become second nature.
You are using your index finger to manipulate the buttons aren't you? I think the rest are all disabled.
edit: the leap motion scales the skeletal mapping to the size of your actual hands, however I don't think the DCS gloves scale accordingly. If you have particularly large or small hands the actual virtual fingertip might be in a different place from the tip of the glove model. Move the finger slowly towards the button and see if you get a better result to start with.
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I don't have the hornet middle in afraid so can't compare like for like
Possibly the worst I've seen is the instant action ka50 take off (from the back of the ship) if you look to the adjacent boat all of the handrails and rigging is dancing. That said I've not run that one through shiver running with MFAA enabled.
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2 hours ago, JimEb58 said:
Took about a yr hiatus from DCS, now it's completely unplayable for me with the constant stuttering. Spent the last month tweaking settings, following every "optimization guide", updating every driver on my PC, etc. I can run other VR games no problem, but DCS is no joy.
I can run with settings that don't even make my hardware break a sweat, performance graph is easily in the green and still stutters. Change focus and everything is smooth and beautiful. Change focus back and pilot resumes having seizures or something. I've even systematically gone through and tested every graphic setting in DCS, nvidia, steamVR, etc and nothing seems to make a difference. At this point all I can think of is it's a bug in DCS. Not going to waste anymore time with this exercise in frustration until DCS has a bug fix or someone way smarter than me discovers a work around.
AMD Ryzen 7 3700X, 32.0 GB ram, nvidia GeForce RTX 2060 SUPER, HTC Vive
Wonder if the issue is Win 11. My PC auto updated months ago so I'm way past the window of reverting.
You should be able to run DCS vr without any major issues. If the performance graph is green then you should be buttery smooth all round. I even had it smooth with the G2 on a 1070 albeit with some reduced settings, mainly resolution.
Is it stuttering all of the time or only when you move your head, particularly looking out of the sides?
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I don't see that much shimmer, fences and narrow roads are worst at certain angles but on the whole the AA works. If you have an Nvidia GPU then enable MFAA in the control panel to double up the effect of the MSAA without any performance hit.
I'd say that the AA in vr works just fine, there is noticeable reduction in the aliasing with each setting. The shimmering is reduced with increased MSAA but not entirely eliminated.
Mouse cursor doesn't move while headset on
in VR Bugs
Posted
Is this in windows or in DCS specifically?
In the WMR settings there is an option to automatically switch the input using the headset prescence sensor or manually switch using win+y, if you set it to manual you should retain mouse control.
In DCS then make sure you have VR mouse enabled otherwise it will lock the mouse cursor to the centre of the headset view.