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lefuneste01

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Everything posted by lefuneste01

  1. Can you post a track showing the issue (not with the F16, I do not have it, F18 is ok) and your d3dx_users.ini ? I need to reproduce to be able to fix...
  2. you can put the openXR mod in any place, it will work.There is no link between the location of the injector folder and the path of executable to patch. But the "suppress" features will only disable things if you put the mod in the good place.
  3. I did not check, but can you try to remove secondary shadows, heat blur and SSLR? You should let things in "bin" folder...
  4. Can you post a track with the Su25T in which you have issue, your option.lua file and the d3dx_user.ini file that should be in bin\3dmigoto mod ?
  5. I had one time this message, but the mod was working when closing the MSDoS windows. If you are using OvGME just install all things at the same place (main folder of DCS). You just nerd to install optional features after the main mod. If you do not let the mod installed in the default folder the "suppress" add on will not work. I'm using openXR toolkit but not FSR. It should not change shaders, but you can try without it.
  6. Did you try when in cockpit ? The new option "Blur Flat Shadows" must be off.
  7. New version 21.1 available in first post, it should work wih all versions. Warning : I change a bit the packaging, the part "3DmigotoDCS_VR_21.1_reflection" must be installed if you want reflection fix (it modifiy a file of DCS but it should be IC). It lowered greatly my workload and will make fix work for all planes. You need to install the OpenXR in bin as usual, it will work with MT and otherwise the optional packages to suppress Mi24 features or shadow disabling will not work.
  8. Strange...Can you post a track showing issue with the su25T and your settings (ideally option.lua) ? You mean you do not launch injector with the MT using native OpenXR. Installation of mod into the bin-mt is working ? I'll try again but in my case DCS was not launching, I have to use injector like for opencomposite...Moreover, the current version of the mod should not display the menu when using MT...
  9. Hello, Did you check your settings as displayed in the troubleshooting guide of first post ?
  10. Some update: things were a bit complicated, this MT feature introduced new shaders that had side effect of global mod handling of some resources used for mask and menu display :-(. Currently the mod seems to work in VR for all configurations, but I need to polish the 2D part and ensure the mod is working in all config : VR with or without MT, 2D with or without MT, all for MSAA0x, MSAA2x and MSAA4x...
  11. I uploaded a version that works except for MT...It add dedicated global shader, so sharpen and color changes are still off. There is also an issue with label masking. I added 2 additionals folder to disable fix for shadows and fix for Mi24. It should avoid some overhead due to huge number of shader calls. install them after having installing the main mod.
  12. Hello, I saw...and will have to spend time on it again...By the way I have good fps with MT, 60 fps with my Reverb G2 on each scenario I tested !
  13. I had this case in the past when I was not putting the sight on the target to be aligned with the designation system (bad habit taken from usage of US systems), but I imagine you aligned all things well when you have your issue.
  14. What seems strange to me is the reduction of microstutters mentioned above. The mod itself multiply by a 0.2 factor the global processing results for the glass. So all computing remains the same....You should hace improved visibility without any doubt, but not any benefit for processing...
  15. I had a deeper look, If you use a test with the variable flag and in_cockpit (something like that) you will be able to disable only for in cockpit view.
  16. If I'm not wrong, it also remove all glass reflexion for external view.
  17. Most of fps loss is created by the library itself and the insane number of shader calls of the game...As the library compute hash for each shaders, it creates a overhead depending of shaders calls. One pièce in the cockpit : 1 shader call. 1 tree : 1 shader call. 1 line of text written in MFD : 1 shader call...Most of features can be set off and willnot eat fps. But next release will be more modular to reduce shader tracking for some options.
  18. I just discovered the mod is not working if shadows are off. It may also be your issue...
  19. Another example : https://forum.dcs.world/topic/295270-vr-fps/?do=findComment&comment=4920431 just look left and you will see your fps greatly increasing. or this one : https://forum.dcs.world/topic/289444-example-of-50-of-fps-loss-for-a-reason-not-obvious-to-guess/#comment-4902513 @BIGNEWY @Lord Vader: You should really setup a thread to collect these situations where fps are tanked just by looking in a specific direction/place. There maybe some issue (Lod, wrong model...) easy to fix. Low effort, great potential wins.
  20. I'm on mission 5 : the RGP are no more on the roof, and I had to extend the range of the trigger to have APC creating the tank. Otherwise they stop before triggering...
  21. version 20.0.4 that fix the issue with TADS labels available in first post.
  22. Ok, I got it. I'll have a look. I'll see what I can do, but in the meantime suppress *00000000fbb0eacd-ps* in shaderfixes directory. It will suppress fix for instrument reflexion in the Gazelle and bug in the AH64...
  23. Version 20.0.3 available in first post: high G will work now if FXAA is activated.
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