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Parabe11um

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Everything posted by Parabe11um

  1. Same as above, lights didn't work for EWR until I installed the cockpit mod posted by OpticFlow.
  2. I don't think it's intentional that clouds pop dots far beyond the max range dots are supposed to be visible according to the game files. Either way you shouldn't be putting stuff in front of clouds unless you are specifically trying show that the cloud effect on dots is bad (but again there's a bug thread for that already). If you are talking about general spotting it'd be better to focus on clear skies.
  3. Clouds or partial clouds popping dots (completely or partially) is unrelated to the recent spotting changes and also reported.
  4. Still need to run your tracks, but testing it live on HBCW and Contention, I suddenly see more dots appear when I set the LOD slider back to a 1 value. Really nice work/find as this is kinda of a crazy bug or issue.
  5. Love your work, forgot to say I've been using it happily since you first posted your GitHub. Any chance we could see icons for the F1 and F-4 at some point?
  6. Nice work! It's helpful to see this laid out in detail, as before we only had speculation and suspicions that this was happening.
  7. This seems like a great way to get some biased data. Are we talking 2D or VR? If 2D what res? If VR what headset and what settings? What specific aspects of spotting are we talking about? Max range of spotting? Dot size? Dot size in terms of immersion? Dots in terms of the shift from dots to no dots?
  8. Sir, this is a family friendly thread, please don't use the g word.
  9. Bro, I literally posted a link showing updated smart scaling adjust for varying FOV. I get you dislike it but please read up before just saying it doesn't work. Every modeling approach has issues and requires compromises, but at least bring up issues that are actually issues. Modern approaches to smart scaling do adjust for varying FOV. So if that's your concern you can relax. People have worked beyond the original Serfoss paper. And it's not a waste, imo, ED have changed their mind on big things before, my goal is simply to advocate for realism over visuals (and you are of course free to do the opposite).
  10. Doc dissertations are pretty baller, idk how that impacts his research and findings? A lot of classic leaps forward in science are doc dissertations, lol. I would focus on rebutting his findings if you think he is wrong. Just go ask some peeps working on modern mil sims in the US and you will be surprised what they say about smart scaling (spoiler: it is used). More to the point, I'm not sure why we'd reject real life spotting distance and visual information as criteria for judging spotting in games like DCS. You just gotta ask yourself if you care about performance that matches real life (realism) or pretty visuals (which are are cool, but idk, to me that's a different game).
  11. Idk, I think it's pretty simple, if you care about realism you care about the distance people spot irl based and what information people can pick up on at what distance. I'm not overly concerned with what people post on a forum so much as actual military and research publications report concerning how to get realistic spotting and visual performance in sims (and games). And from a modeling point of view I care about results/performance. But again, I understand not all people care about getting players to perform like real life pilots.
  12. Some people care about realism and realistic performance and some don't. Personally I am here for realism not visuals, but I suppose if visuals are your thing then this would be an issue.
  13. People have resolved that, just Google it, yo. https://www.benchmarksims.org/forum/showthread.php?28660-About-SmartScaling-and-future-high-res-monitors&p=463376&viewfull=1#post463376 Adjusts for FOV and res...
  14. Smart scaling has advanced a lot too over the years to resolve some of the original approach issues. And as that paper points out aiming for 1:1 spotting in a game or sim is practically impossible given the many hardware and software limitations inherent to games/simulations. The goal with any sim or modeling is rarely 1:1 anyways (which is often impossible or inefficient), but rather to attain realistic performance.
  15. I just want to spot things at 3-7 nautical miles (depending on things like aspect, speed, etc.), which falls well in line with reality.
  16. Have tweaked spotting (my settings were always on line with the above), but it doesn't doesn't make a huge difference (or at least enough to make it workable for me). Certainly it's harder for me to spot anything now than before (V1 of improved spotting I could spot something like 10-15 NMs and now my average spotting distance is less than 1 nm). I'm glad that you find spotting better, but it's not been very fun for me. Again though, I feel this is the issue, for you spotting is clearly fine and if you can still spot at 7 NM, it's obv not an issue, but on my setup (Crystal) it isn't working that way at all. In line with US mil papers I've seen, my testing is to spot an A-4E which should be pretty easy to spot at 3-6 NMs (across several studies and samples, so should be a pretty reliable finding).
  17. Spotting felt pretty good in VR pre this patch, a tad bit too good, but the current iteration feels quite limited and at the moment I would rate DCS unplayable in terms of MP PVP for me (I only play WW2 and early to mid CW so visual spotting is the main tool). Running a Crystal (so pretty high res), dots are pretty useless right now and contacts are only visible once they fully render anyways. This has made it less than fun to play DCS and critically doesn't strike me as realistic (4-6 NM of spotting fighter to fighter is reported in most papers the US military has regarding AC spotting). I appreciate ED trying to tweak spotting, but with major changes I would prefer an option to select prior versions. For example, I would like to go back to pre patch spotting so I can see anything beyond min range till 1 NMs. People have such different hardware and software set ups that what looks good for one person, looks awful for another (not to mention different goals). We had old vs. improved spotting, so I don't see why we can't have old vs improved spotting vs improved spotting v2.
  18. From a PVP point of view this system is already better. It used to be the case that you were obligated to run low res to spot as far as possible and to track targets easier. As someone who only plays on ECW and 4YA DCS WW2 and who only plays PVP, the current system already wins if PVP is the main focus. Although there are weird contexts where the dots don't seem to respect the max range, at least when it works you no longer have 50+ NM spotting that is/was possible in 2.8.
  19. What are you talking about? It's a big enough problem we have entire published scientific papers on it and people working to build better ways to represent objects in sims. The reason things like smart scaling exist is because of the problems I mentioned and that you view as being solely player misconception. Edit: Tippis posted a very nice reply explaining the problem with your post.
  20. Why485 asked that very question. The dots atm are the latter. Ultimately though there's no reason other stuff or changes can be combined with dots to improve realism in terms of player performance (dots can help bridge some of the issues that other rendering solutions introduce or vice versa). But even as a mere overlay to improve spotting range (and adjust for software limitations related to rendering), it still had to be separated from resolution. If you go read papers on stuff like smart scaling the origin of solutions like that mil sims suffered from two problems we face here 1) lacking various visual cues we do irl (and looking through a screen) spotting can often be harder than irl and 2) again due to hardware/software limits critical information (such as aircraft aspect) is harder to interpret at ranges it's on average possible to do so accurately irl.
  21. I never ran 4K in 2.8, but the problem for me was that in every other resolution spotting was unrealistic (it alternated between being lower distance than real life and also insanely over what is possible in even ideal situations). Given my experience even at 1440p (and how small dots were) I don't really see anyone at 4k in 2.8 at realistic ranges, but I suppose anything is possible. In an ideal world, as others have said here too, we should get a dot with no detail (save smoke) at like 7-10 NM, and then as distance decreases more useful info is revealed (starting at something like 5 NM). It doesn't really change my view though that while this new spotting system has some different problems, overall we are getting closer to spotting that matches posted real life data.
  22. While I think spotting needs some tweaks, it's nice to see ED finally move away from a system that tied dot size to pixel size (there are several PhDs worth of research on why this was a bad idea and why mil sims began to move away from that). Overall as others have said we are moving closer to a realistic spotting system (where unaided spotting is possible at sub 10 NM and pilots start picking up features vital to BFM and tactics below 5 NM). Some VR headsets and setups def suffer from giant blob syndrome, but I don't see why this can't be tweaked.
  23. Yes, we were experimenting with a no PGM version of Caucuses. Next time we are on Caucuses PGMs will be back.
  24. Interesting and well done proof of concept. This mod shows that there is a lot that can be done to shift spotting in a more realistic direction, imo, and highlights what people have been saying about DCS spotting for years (regarding issues related to how dots are rendered and how it leads to unrealistic behavior). Overall this reflects findings that lead to the use of smart scaling in other professional/military and consumer sims, so it shouldn't really be surprising.
  25. Try turning Shadows OFF (I can't remember off the top of my head if it is flat or off). Shadows got super broken in the last patch and will absolutely demolish your FPS.
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