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Posts posted by edmuss
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Doh! Miles away, as you were
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I think until the multicore update to the engine comes round, the VR side of things are going to struggle to fully utilize the hardware. With VR in DCS as long as it's smooth and acceptable visual quality then don't go chasing framerates and accept that for now that you're not going to get 90fps.
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Disable it in the wmr for steamvr menu, the normal steamvr motion smoothing options don't affect wmr.
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Awesome, you're in the fps range that motion smoothing is largely essential to keep the janky away. Unfortunately it's hidden away in that menu!
If you go into the developer menu in wmr for steamvr and enable the motion smoothing status it will put a coloured square in the bottom left corner of the screen. The following is from a message I typed earlier so it's easier to copy and paste than do it all again
"If you enable the smoothing status from the developer tab it will show what the smoothing is doing. Green is above refresh rate and smoothing is off, dark blue is below refresh rate but above threshold, light blue is CPU bound (I think) smoothing, red is smoothing off because you're below 55% of refresh rate."
The wmr smoothing is disabled once your framerate drops below about 55% of the refresh rate (~50fps for 90hz ~33fps for 60hz). As you're on the cusp of the threshold on your low fps then switching the headset to 60Hz refresh will give you a massive chunk of gpu overhead to allow you to increase details and settings to improve visual quality. The downside is a more visible refresh rate flicker, I noticed it for about 20 minutes but cannot see it now at all. Try it and see, you may be fine with it.
I also find that the wmr performance mode and upscaling gives massive reduction in visual quality in the G2, your gpu may struggle to push it through at full resolution and quality but the switch to 60Hz may well allow it
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Leap motion works nicely for the majority, some controls just don't work so well with it, that I use the VR mouse slaved to the headset. Still a few bugs to work through but it's getting iteratively better.
Have a look through my posts about leap motion, it might help get the setup right and not just blame the software/dcs on shoddy tracking
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Its not the motion smoothing on the steamvr menu, it's in the wmr for steamvr, the options should be enabled, auto, motion vector and disabled; I leave it to auto. The steamvr smoothing is a red herring when using WMR!
Your GPU settings show that you have optimal power for the GPU, set that to performance, optimal power tries to save power by gimping the GPU
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Have you got motion smoothing enabled in the wmr menu in steamvr?
Also change your GPU power profile to maximum performance.
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Have you altered the IPD setting on the vr menu tab? It's an ambiguously labelled setting as it's more analogous to vr world scale. I have found at certain settings the cockpit behaves as though you're looking through the spyglass zoom and it appears to shift sideways when you rotate the view.
When switching from 6 to 3 DoF you would lose the linear translations (up/down, left/right, forward/backward) but still retain the rotations (pitch, yaw, roll). It shouldn't make the cockpit appear to move independent of the head rotation.
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48 minutes ago, Ala12Rv-Tundra said:
Does Leap motion work with all DCS modules?
I believe that the gloves will show up in any module, however I think it's only in ED modules that the cockpit interaction is implemented. I only have A10C 2 and BS 2 and it works perfectly in both.
I could be wrong though, it could be that the implementation has been carried across by the 3rd party devs.
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Motion smoothing on the reverb is in the WMR menu in steamvr. Set it to auto and it should just do its thing.
If you enable the smoothing status from the developer tab it will show what the smoothing is doing. Green is above refresh rate and smoothing is off, dark blue is below refresh rate but above threshold, light blue is CPU bound (I think) smoothing, red is smoothing off because you're below 55% of refresh rate.
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If you enable VR mouse the cursor will be auto hidden, right click to unhide it, adjust your control accordingly and it will autohide again after a few seconds; you might need to use the mouse to initially centralise it on the view but it will follow the headset afterwards. If you disable VR mouse the cursor will be constantly shown and centred, it might be possible to toggle the cursor on and off but then you lose the utility of just grabbing the mouse at any time where it's more practical.
I bind my warthog CMS hat left and right for mouse clicks respectively and forwards and back for mwheel, all activated with the pinky paddle as a shift modifier.
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If it's blurry textures then what is your anisotropic and terrain texture set to? Also play with any texture filtering options in the GPU control panel.
Higher resolution will reduce aliasing jaggies and shimmer in the distance but not improve muddy/blurry textures.
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I found MSAA 2x with MFAA enabled in nvcpl gives a good compromise of shimmer reduction and performance. 2x MSAA on its own doesn't do a great deal for the shimmer but the addition of MFAA is almost the equivalent of 4x MSAA but without the massive FPS hit.
Shimmer is still there but it's greatly reduced, using a flyover of Beirut with lots of straight eedge is the worst areas for me.
I dare say you could reduce the PD and run MSAA+MFAA and get equal image clarity but with more performance.
I did run a couple of tests of SSAA and it didn't seem any better or worse really than MSAA.
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Ah I use an app that lets you navigate the radio menus without using the mouse. Bind the keys to the warthog mic hat + stick paddle modifier and you don't need to come off the hotas
Can't for the life of me remember what it's called though, I'll try to find out.
edit: it's DCS menu nav.
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Why not just keep vr mouse enabled and manually centre the cursor in your view, right click to show the cursor and it will auto hide again after a while. The cursor still follows the headset with vr mouse on.
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I'm not sure how much of the apparent vram usage is actually used, no matter my settings I'm always using 7.5-7.8gb vram and between 150 and 300mb shared GPU ram. Running G2 at 100% with most settings on medium/high.
I think it's allocating but not using it all. The only time that I get stutters/dropped frames is when I run high textures, however the apparent vram usage is still the same as with medium textures (this behaviour only started with the last OB patch, before that I could run max textures). The only way I can run high textures is to set all other settings to low which then doesn't look anywhere near as good but still says it's using all of the ram. With potato settings with high textures I only need to turn on low shadows for example and I'm dropping every other frame.
Might be worth waiting till Nvidia release the 16gb 3070ti, I understand that the current 70ti just isn't enough of a performance jump to justify the extra cost.
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Leap motion is getting better and is more than useable for most cockpit controls now, a good portion of it is getting the setup right, a bit like dcs vr in general
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1 hour ago, JayRoc said:
Yeah thats way past my budget, aswell. But give it a couple of years and it might be in Consumer range.
My brother just got the Leap Motion thing because booth of us were excited about it.
But its pretty much work in progress and due to positioning the device has a hard time tracking you hand properly when you reach to mfd´s.
The whole tracking is lagging a little bit.
My guess is that the Ultra Motion 170 is way better suited...but its also a bit pricey.I had the same idea as you do. But i switch airframes a lot, so a small fake cockpit wouldnt suit me.
With the leap motion tracking, the trick is to have the IR cameras able to define the outline of your hands. The 170 unit has the same tracking (as that's handled by the software) just in a much wider area
I was having terrible problems with the MFDs, essentially (with help from ultraleap) I found out that there was too much IR bounce back from the surfaces below my hands; the wood of my desk was too reflective. I covered the surfaces with some 3mm thick self adhesive closed cell foam sheet and it's now just about perfect.
Open the ultraleap visualiser and put your hands in the positions that track badly, pay attention to the background behind your hands in these areas, if it's black you're good, it is white it's bad; ideally your hands should be a bright white shape against a black background.
Since I've sorted that, the tracking in DCS is actually rather good and most of the A10c cockpit is fully operable using real life hands to make pretend hands flick pretend switches
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I don't think it'll work for vr, in the same way that Nvidia has a separate function for dlss and vrdlss.
Speaking of which, is it even possible to incorporate vrdlss to the DCS engine? My experience of dlss is that it took my FPS in cyberpunk from 50ish up 90ish with almost zero loss of image quality. That sort of uptick could be a massive boon for DCS vr but I believe that the engine has to profiled to work with it; as it's so old it might not actually be possible?
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My 3070 generally sits about 85-90%, getting around 13-22ms on mostly high settings on syria.
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Regarding the latest OB update and leap motion. Tracking seems about the same, possibly a little better but that could be an offshoot of me improving the area for tracking.
The right hand disappearing issue is better, as soon as input is added on the stick the hand switches off and generally is much more reliable coming back. I think there is a dead zone set on the controls that sometimes doesn't seem to get recognised with my warthog. Generally if the right hand doesn't come back straight away then all that is needed is a slight waggle of the stick on centre and it's sorted. I may try setting a small dead zone on the axis add I don't have one at the moment. The left hand nearly always comes back but I guess there is less variable motion to watch for in the throttle axis than stick (movement only in one plane).
The skeletal/hand coordination is still off, knife hand still converges the fingertips and ok sign thumb and forefinger don't meet; these are minor issues as they don't affect the SIM operation at all.
Biggest complaint at the moment is the lack of persistent settings for leap motion, having to renable and reset it each time is annoying and I never remember to do it
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I think it's the outline of things it picks up on and tracks, where there is a perceptible depth difference then it can map one objects movement relative to another and the headset. The G2 with it's 4 cameras is massively more robust in tracking than my old 2 camera lenovo given the same environment.
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You might need more defining features for WMR to fully visualise the play space, try adding a poster to the white wall and possibly pin a sheet of paper to the black curtain to test. Lighting looks fine, mine tracks 6DOF in much lower than that.
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I force DX11 on 60hz and it's clear as you like. In my experience, blurry/muddy visuals are generally linked to resolution being below 100%.
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At 100% it theoretically should be one physical pixel per rendered pixel.
At 50% it theoretically should be two physical pixels per rendered pixel.
Between 50% and 100% it has to fudge the difference between the two with upscaling/downscaling and I believe that this impacts on clarity.Other things to consider with blurry textures is the texture filtering quality, that is anisotropic and whichever options are in the GPU control panel. Also in my experience WMR in high performance mode looks terrible, fast but indistinct.
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VR Shaders mod for better VR experience
in Utility/Program Mods for DCS World
Posted
If you turn off the simple glass shader in hmd.hlsl on kegetys shader mod it gets rid of the static cockpit reflections. I've noticed no significant loss of performance because of it.