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Kreutzberg

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Posts posted by Kreutzberg

  1. I ran into a weird issue the other day. The F-15E was loaded with 4 GBU-12s on one of the CFTs. I dropped the first three, but on the last drop, the laser did not engage. I had it set to automatic lasing with lasing for the last 12 seconds (ALAS :12). Doing some further testing, I've noticed that the entire laser program disappears from the targeting pod when the last LGB on a station is dropped.  For ALAS CONT or manual lasing, that won't cause a miss because the laser either fires immediately or fires with the manual input. But for ALAS with a delay, it means that the laser never fires.

    To summarize, the issue is only 1) the last LGB on a station and 2) ALAS with a delay. It's possible that this is intended behavior, but seems more like a bug. A track file is attached where I reproduced the issue on a simple bombing range.

    F15E Laser Program Turns Off.trk

  2. Sorry to resurrect an older thread, but I do think there is an error later in the comms. The pop up messages later in the mission say to switch to departure on AUX, which is not something we have in the kneeboard. I switched to departure on PRI and it seemed to work, so that might be what's intended.

  3. On 12/27/2023 at 5:37 PM, Hiob said:

    No, unfortunately it was like that for as long as I am playing DCS. I think it behaves as intended. The visibility range does only affect the draw distances that are far away. (for forrest and buildings). What you are seeing is a range that is much much closer and effects object details. You can see the same with the satellites dishes in cairo for example. (those values are set in a .lua file, but I have to search again to tell you exactly which one).

    The new LoD-switch-slider is a mystery to me. So far I couldn’t find a scene where it made a visible difference or a difference in fps for that matter. Maybe it applies only to very certain maps or circumstances. No clue.

    Somehow, MSFS handles this better. Either the draw distances are much further out or it better smooths the transition, but there's nothing like this blatantly obvious line we see in DCS. That would be a really important improvement for low level CAS and helicopters.  

  4. 4 hours ago, Hiob said:

     @Kreutzberg That is the LoD (Level of Detail) bubble around your POV that you are pushing across the ground. In simple terms - to keep the performance demands at bay, the game uses lower details for further away stuff. That is for shadows, textures, maybe even polygones. Every game does this, but it is especially noticeable in flight sims due to the speed you move with and the angle from high above the ground.

    I'm with you in the wish, that this bubble would be larger (especially for helicopters), but that would probably cost some (a lot?) fps.

    Edit:

    I am mostly disturbed by the wave of sharp shadows moving in front of me. You can alleviate this by using flat terrain shadows. 

     

    That was my first thought, as well. However, changing the visibility range (and the new LOD switch factor slider) doesn't seem to solve the issue. I suppose it's possible that it pushes it out a little further, but that's difficult to measure with how the issue presents.  For how close it is to the aircraft/camera (see my pictures), I suspect it might be something not behaving property.

    4 hours ago, silverdevil said:

     

    PS by the way. Are you in the Rhone? There is a monastery there called Kreutzberg.

     

    I'm just an American with German heritage. I've been to Kreuzberg in Berlin but not the Rhone one.  

    • Like 1
  5. On 12/24/2023 at 8:44 AM, silverdevil said:

    i get what you are saying. i posted another topic and got no responses. when i fly low and look at the terrain, i see textures of whatever be totally missing and kind of transport into the view as you get close. indeed it is hard to describe. not sure if what i am seeing is what you three are describing.

    Interesting. Could you point to your topic? I'd like to compare notes!

  6. If anyone from ED is watching this, it would be a very important improvement to the Supercarrier module, at least (and there are improvements coming there).  It's really disruptive to immersion to not be able to see the IFLOLS at all! There are other, much more visible, lights, so there should be a pretty easy fix.

    ETA: The legacy carrier lights are the same for now at least.

  7. I've been noticing this issue for quite a while, but am having a hard time describing exactly what it is. When I fly at relatively low level, there is a line that travels slightly ahead of the aircraft where the details of terrain and shadows changes. The attached image "Syria split highlighted" shows what I'm talking about. 

    I had quite a bit of difficulty capturing an image even that good, as it's tough to see in a still picture. But there is a clear discontinuity where I highlighted it. The way it projects across as a line (and the difficulty in getting a screenshot) made me think of screen tearing. However, running Vsync or setting a frame rate cap to well within my monitor's gsync range does not resolve the issue (I have a 4090 so have plenty of horsepower to avoid low FPS tearing in 2D). 

    Most of my flying is in VR, but it also happens in 2D (and I got the screenshots in 2D). I've also tried every setting in DCS, none of which resolve the issue. Turning up details does mask the problem to some degree, but does not solve it totally. I tend to run fairly low settings to get 90 FPS in VR (normally in the multi thread client, but this does occur in single thread as well).

    The issue is similar to how some details appear to just change up close. The two pictures labeled "Syria Fence 1 highlighted" and "Syria Fence 1 highlighted" were taken shortly apart. I've highlighted how the detail on the fence moves along with the aircraft in a similar way to the line, above. It might be the same issue, or not, but it presents similarly.

    Is this something others are experiencing? I've tried to search for this issue, but may not be phrasing it well. Thanks, all.

    Syria Fence 1 highlighted.png

    Syria Fence 2 highlighted.png

    Syria split highlighted.bmp

    Syria split highlighted.png

  8. I recently transitioned to a Pimax Crystal from a Reverb G2. Using quad view foveated rendering, I can run a solid supersampled center and get really good visuals with good performance. However, I note that the various lights (including ground based PAPI lights on most maps and IFLOLS and LRLLS  on the Supercarrier) are extremely dim (basically unusable).  I briefly used a Varjo Aero, and recall the same issue, so my suspicion is that it is related to high resolution VR headsets and how the lights are rendered. They are much more visible with the G2.

    Are others encountering this issue?

  9. On 7/31/2023 at 12:07 PM, mbucchia said:

    Only the application can know certain information. The CPU frame times, when the application is doing multithreading, may overlap two frames, therefore is not measurable "externally" (ie OpenXR Toolkit).

    I wrote a very detailed explanation for MSFS, but this is also applicable to DCS since the MT version was released:

    https://forums.flightsimulator.com/t/openxr-toolkit-upscaling-world-scale-hand-tracking-release-thread/493924/2903?u=mbucchia

     

    Now that we have quad views working with the Crystal (thanks mbucchia for that!), I do note that the OpenXR toolkit does not report even GPU frame times. Has someone found a good way to see those in DCS or elsewhere? In quad views, they might not work with external tools much like CPU frame times in the MT client.

  10. When using the radio menu in VR, I frequently need to go through the menu multiple times to get the command to "take." This occurs with both wingmen and ATC communications. When the issue happens, the first time through the menu, the click on the command causes the menu to disappear as if the command is taken, but nothing occurs. I do not hear my own character's voice or any responses. Subsequent attempts get normal menu functionality. Sometimes it can take several attempts.  

    I am including a very brief track file with an example recorded from the beginning of a mission. In the track, the mouse cursor isn't visible, but the menu appears and I navigated through to the command. When clicked, the menu disappears. I then did exactly the same process but the command took, my character spoke, and my wingmen responded.

    I think this issue only occurs in VR, but I am not absolutely certain. I'm using a Reverb G2, but I think it also occurred with my Pimax Crystal, which is currently being replaced because of a defect so I cannot confirm. I've been experiencing this for quite a while across two computers. Searches aren't showing anyone else with this particular issue. Is anyone else seeing this?

    Thank you.

    Radio clicks.trk

  11. On 7/28/2023 at 7:33 AM, F18mech said:

    I'm not seeing issues anymore. It has cleared up..

    I just got my Crystal and I am seeing those foggy effects with the default (highest) local dimming setting. Turning it down gets rid of that effect but makes the rest of the blacks much more grey. I do think this is an issue on the DCS end, as it works far better in MSFS.

  12. 2 hours ago, mbucchia said:

    Only the application can know certain information. The CPU frame times, when the application is doing multithreading, may overlap two frames, therefore is not measurable "externally" (ie OpenXR Toolkit).

    I wrote a very detailed explanation for MSFS, but this is also applicable to DCS since the MT version was released:

    https://forums.flightsimulator.com/t/openxr-toolkit-upscaling-world-scale-hand-tracking-release-thread/493924/2903?u=mbucchia

     

    Thanks for that information--it's really interesting!

  13. On 3/14/2023 at 9:40 PM, mbucchia said:

    My OpenXR Toolkit has an on-screen overlay that will display FPS, CPU/GPU frame times, and VRAM usage, as well as an option to record data to CSV file:

    https://mbucchia.github.io/OpenXR-Toolkit/

    Thanks for all your amazing tools for OpenXR! They make the VR experience infinitely better!

    As of now, I can't see CPU frame times in the multithreaded version of the toolkit. I'm assuming that has something to do with the multithreading itself, but it would be great if it could display that information.

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