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lefuneste01

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Everything posted by lefuneste01

  1. As you need to use the OpenXR version and launch it using an injector before DCS it's totally safe. In fact I sometime forgot to launch it before DCS and so have to restart DCS because mod was not active...
  2. I uploaded the 20.0.2, the last error should be fixed. It was an issue only when setting menu during high G.
  3. The mod is working with all kind of rendering, as soon it is direcXt11 and the dll can be injected. I used the OpenXR version of the mod to test OpenXR, I'm not sure the normal version will work with OpenXR. But you can try.
  4. New version 20.0.1 available in first post. This time the error with FXAA should be gone ! Stable is the standard version of DCS 2D is the opposite of VR. But the issue was occuring for 2D and VR in stable and OB...
  5. Warning are linked to menu, there are specific shaders triggered when menu is selected, and they are occuring from the beginning of the mod. They should not have impact on fps. Regarding FXAA, error, are you in 2D or with the stable ?
  6. I did some measurement and did not notice a big change. You can anyway try to comment (put a ";" at the beginning of the line) these two "include" lines in d3dx.ini : ;------------------------------------------------------------------------ ; flat shadow, to comment if needed ;------------------------------------------------------------------------ include = ShaderFixes\shadows.ini ;------------------------------------------------------------------------ ; Mi24 cockpit, to comment if needed ;------------------------------------------------------------------------ include = ShaderFixes\Mi24cockpit.ini first one is linked to shadow desabling (I did not notice any fps change when disabling shadow) and second one is linked to mi24 map enlightening. It reduce the number of shaders call "monitored" by the mod. I did not advertise them but if you can give some feedback.
  7. Did you do the troubleshooting guide at the first post to ensure you have a compliant configuration with the mod ? Can you post a track showing the issue ? The global problem is I can only modify low level shaders without having the full view of the game, and it's specificities. For example, AV8 cockpit glass shader was not the same in 2 different mission in the past, but this is no more existing yet. Or the shader I use for color change is not the same regarding G factor. The only way to cope with this is to have feedback and include new specific cases reported.
  8. Same here, not able to load a mission if reproj is forced on. But also not able to have more than 45 fps if reproj is forced offand helmet is at 90 Hz, even if I have 60 fps at 60 Hz on the same mission ! It's a beta and with last hotfix openXR is no more the default choice and things are working as previously, so let's wait next iteration. There is some potential anyway.
  9. 2023/01/28 for stable 2.8.1.34667.2 and OB 2.8.2.35759 => version 20.0 available in first post : compatibility with 2.8.2.35759, fix bug in sharpen. As usual, I did not test it too much !
  10. I did some measurement with instant action DCS A10CII, takeoff mission, first 20 seconds recorded with Fraps, Reverb G2 60Hz, no reproj. No option triggered with OpenXR toolkit (except menu duration) DCS : no mod, OpenXR => Avg: 59.850 - Min: 58 - Max: 61 DCS : DCS 3dmigoto hunting=2, OpenXR => Avg: 59.750 - Min: 56 - Max: 61 DCS : 3dmigoto hunting=2, OpenComposite => Avg: 57.000 - Min: 53 - Max: 61 DCS : 3dmigoto hunting=2, SteamVR => Avg: 55.800 - Min: 51 - Max: 61 As my mod take ~5fps, keeping same fps with openXR would mean there is some fps margin. So I put my Helmet at 90 Hz and then DCS : no mod, OpenXR, 90 Hz => Avg: 45.050 - Min: 44 - Max: 46 Even if reprojection is not set in openXR tool for WMR, fps are capped at 45 but, as there is no reprojection, there are a lot of stuttering ! That' strange, because 60Hz is not forced at 30 if the target fps is not achieved, but it seems to be the case for 90 Hz.... But it looks like there is some potential, as soon as reprojection issue will be fixed.
  11. The last OB change illumination shader, so haze and effect linked to cockpit detection are no more working. Thanks for reporting issue with FXAA. I did some quick checks with new OpenXR support and found huge impact of the mod on fps...I'll check. You should be more accurate. Whic scenario, which fps before the pod, which fps after. You should have ~5 fps loss, but I found much more with last beta and native OpenXR support, I nerd to check.
  12. As I found a big difference in confort between the sharpen I made in IL2 and in DCS, I had a deeper look and found an issue in the DCS mod. Here is the version with a far less agressive sharpen : https://www.mediafire.com/file/nykfnrelgqf8ycm/3DmigotoDCS_VR_19.1.zip/file I also modify FXAA to have it applyed in cockpit part edge (not on texture). Can you please try it and give feedback ?
  13. hello, As soon as DCS is installed in in "program file" you have to launch it as admin. I do not know the SkateZilla GUI...Maybe if you launch it as admin it will work... You can launch the 3DMigoto Loader.exe from any place, as soon as the whole files/directories are still witht it.
  14. Version 19.0 available for testing here: https://www.mediafire.com/file/jjkl6kze5ny29q2/3DmigotoDCS_VR_19.0.zip/file New feature to lighten Mi24 moving map, new menu for NS430 position/scale, fix for high G, cleaning. An "helicopter" menu page is available to host rotor and Mi24 setting. You must setup NS430 mode to 1 (display GPS in GUI windows) to setup its position by the menu.
  15. Hello, can you post a track using the F18 ? I was about to release the next version, so it should be better if it can fix your issue...
  16. Issue reproduced. I found the shader to use, I need now to do hte fix. It will be in next release, as a new option to enlight the moving map of the Mi24, I found it too dark in VR.
  17. Hello, can you post a track ? This is the version of 3dmigoto library used by the mod.
  18. Could you share the list of these edm and an associated track ? It should help to have things fixed at mid term by devs and allows other to optimize fps at short term... I had another case with huge fps impact : It should not be related to hangar. It seems devs are not so often taking reports like this into account...It's too bad, because it may help to lower fps impact of things more complex to solve. My mod is still for example increasing fps by 300% with cluster CBU explosion, some optimization and option should be provided to allow people to choose eye candy explosion/smoke putting your PC on its knees or less rough graphics but more constant fps. It will become crucial as soon as better CPU parallelization will be provided, so issue will be mostly on GPU.
  19. Could you post a track ? If it's GPU related maybe I can do the same than I did for CBU cluster in my mod.
  20. Hello, this is a common NVS issue, by default they fill the whole FoV in VR for all modules. You need to use mode to reduce their size.
  21. Hello, try my mod : https://forum.dcs.world/topic/207154-3dmigoto-vr-mod-for-dcs-label-masking-color-enhancement-sharpen-fxaa-copypaste-of-radio-msg Press CTRL+I in game to toggle on/off TADS overlay. It will also toggle PNVS...
  22. But I think I'll need to modify it for the BS3. My SSD on which DCS is installed is out of service, I'm waiting a new one to re install DCS and work on it.
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