

Mike_CK
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Disabling ASW in OTT and/or Oculus debug does not always actually disable it in game for me. I often times will notice studdering and go ahead and press Right CTRL + 1 (numpad) which turns off ASW and will instantly clear it. I then hit Right CTRL + 2 to lock frames at 50% (36fps for me since bouncing around from 60-72 creates jerkiness). what I don’t know is what program/application hitting CTRL +1 is effecting. Meaning is pressing those keys telling Oculus debug to turn of ASW (even though it’s set to off), OTT or some other program. all I know is it worked but Selecting 264 as the Codec really boosted performance and I had never heard of that
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I thought PD is processed by the CPU/Graphics card and is part of the image data delivered to the Oculus goggles. Meaning that PD is processed by a different means than increasing headset resolution so that one may impact performance whereas the other may not. Is that incorrect? either way, the purpose of the post was to alert Oculus users to the Codec 264 setting and trying to get Encode resolution close to headset resolution to avoid artifacts and image issues due to upscaling. Two things I wasn’t aware of and both had a huge impact on image and performance for me
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By scaling im guessing you mean the Oculus resolution as well as PD? B.c I find the PD to be a “finer” adjustment. Meaning upping my goggles another level effects performance but going from PD1 to 1.1 improves clarity a little with no impact. but also…b/c I don’t know a lot about this stuff i was just never aware of the “Codec” thing and it had a significant impact. I run: Intel i-9 12900 128GB DDR5 RAM Radeon Rx 6900 XT
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Ok…so just a recommendation for those of you- like me- who don’t really understand all the various VR settings. Sorry for long post but want to give enough info that someone can correct me if I’m wrong. This made a HUGE improvement for me. I use Oculus 3 with Oculus Tray Tool. I had headset res. at 1.0 (so 4128x ?) with a PD of 3. My encode resolution at 3650 and my bitrate at 300. Any higher bitrate resulted in stuttering. Well, I found out that THAT was caused by ASW even though I had it “off” in OTT. you still have to turn it off in game with R.CNTRL + 1 (or R. CNTRL +2 to lock at 50% 72hz=36fps) I read to set encode resolution close to your headset resolution. So I raised my encode to 4128 but also increased the headset resolution to 1.1 (so like 4400?). But I lowered PD to 1.2 and also raised encode bitrate to 400. The Image was a little better and things were somewhat smoother with no FPS drop. Great. BUT…today I read further and it mentioned - for Oculus 3- to set Encode Bitrate to 450 and in Oculus Debug to go to Codec and select 264 in drop down. So I did. Holy S**t. Image is much clearer, image quality is much better, planes no longer stutter as they go by AND - even better- on an F-4 Kola campaign mission where I used to get 48-52fps, my FPS went to a steady 72 FPS. Retribution mission went from 38-44fps to 60-65fps So, if you have Oculus 3 and haven’t already, go onto Oculus Debug and turn on Codec 264!!
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Dawger, yeah…sorry for the misunderstanding. Yes, flying at 180kts but I wasn’t giving it very much back stick at all. best I can tell it’s a “me” issue or no issue at all. Just have to practice with it. I mainly fly the Jug (when I fly WW2 fighters which isn’t often) and it’s a very stable platform; maybe I’m spoiled. Although I don’t have any issues in the Spit either
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I understand that. But I’m not anywhere near Stolpe. I’m flying at 180 kts at about 2000 feet. It’s also not buffeting. I’m talking about a lot of pitch for very little input happening very quickly. In other words, it seems to be extremely sensitive to pitch that slow speed…and despite only .7 saturation and a 25 curve. curious, if others are finding the pitch to be extremely sensitive or whether it’s something I’m doing wrong.
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Ok…so I know I’m late to the show on the flight model issue so I’m sure it’s been discussed. Didn’t want to start a new thread and this one seemed close enough. ive got my roll curve set to 24 and its fine. My pitch curve is set to 25 WITH the saturation at .7 to flatten it a bit (meaning at max pull I can only get 70% of my max pitch). Despite that, when I’m in a fight and she gets slow (say below 200kts so), man…pull back a little for some pitch and her nose starts bouncing more than a ‘64 Tijuana Imapala. Only thing missing is “lowrider” playing on the stereo and the “Ka-chunk….Ka-chunk….Ka-chunk” of the hydraulics. I’m no pilot so I’m no expert. I have however read a book and several articles about the F-4U from pilots who flew her and no one mentioned it reacting like that at slow speeds so, is this a flight model issue? A realistic thing you have to deal with issue? Me issue? I love flying it but damn, Imma have to go back to the P-47 before I lose all confidence
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Haunted by my wingman
Mike_CK replied to Mike_CK's topic in DCS: F-4E - Northern Defenders 'Phantoms Rising' Campaign
Oh, OK that makes sense! -
Ok…not the most serious bug ever but it’s an immersion/quality thing that I’m sure can be easily fixed. So, I just finished the first mission (CAP). My wingman got shot down. I was sad watching his F-4 auger in on fire. Imagine my surprise and joy when I heard his ghost talking to me on the radio as if he was flying beside me. Talking about how I had 4 kills and such. Just a regular scripted conversation with my wingman - who had been shot down. Lol like I said, no biggie but affects realism on another note, I usually prefer the more Milsim campaigns. That said, how could I miss the chance to fly the Phantom in a “Cold War gone hot” campaign? Only flown one mission but I enjoyed it. It’s not trying to be hard core/super realistic and was fun! and I really enjoyed the comms from the other flights up and about. Made it seem more alive. So, thank you for making this (although I will admit that when I first saw the campaign, I was really hoping it was for the Germany map. Maybe a sequel where the Luftwaffe return home after counterattack and are now on the offensive)
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Nineline….thanks for the tip on cold starts!
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Is there any way to add options for a cold start so we can practice starting the aircrsrt and systems as well as flying to the target? Also, can we NOT have the mission automatically end after the target is destroyed so we can work on landing to? I mean, I get why people want an instant mission generator but at least we could have the option of cold start and landing to practice within the generated engine
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Glad you figured it out. I was going to say that years ago I had a similar issue with LGBs landing all over. Turned out it was the map…I had never deleted the contents of my FXO (and whatever the other one is) file like you should after each patch. Doing so did the trick
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F14 not authorized / antivirus / false positive
Mike_CK replied to Semaphore's topic in Bugs and Problems
I have the same issue. My McAfee is long expired since I never use my PC to browse internet. So I’m guessing I have just windows defender. Can someone tell me how to “add DCS as an exception”? I’m not too good with this stuff -
Thank you Reflected! I can’t take advantage of the Chief start up b/c I have, at most, 2 hours to play and I hate accelerating time in the air. But wow…great missions AND- an under valued quality- the triggers all seem to work and/or there are backups. Either way, I don’t feel like I’m “on rails” like I do when playing a campaign, not doing something exactly like I’m the designer wants and the mission won’t advance. I feel like I’m free to fly the mission how I want WITHIN the parameters of the mission briefing lastly, THANK YOU for adding AAR during ingress (or shortly after takeoff) for some missions. AAR is a very realistic requirement in modern air missions and adds a lot of immersion. I enjoy hitting the tanker on the way to the target as they do in real life. Not so much when the mission is over, I’m on the way home, dinner is almost ready in real life and wife is bugging me about finishing up. (Again, limited time).
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