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lefuneste01

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Everything posted by lefuneste01

  1. I did some testing with AH64 / quick mission / runway start which is loading both CPU (red in fpsVR) and GPU (orange). After starting at 30 fps, I get stucked to 11 fps with OpenXR... I had a worse quality image but more constant fps @ 30 fps and reproj with SVR...So for the moment I'll stay on SVR.
  2. I dis what is written above and it worked for me...How did you know it was not injected ? The MSDOS windows did not close ?
  3. You are right. "Always on" is working. But then you are not able to use a mode without reprojection, and I can achieve 60 fps in 50% of my DCS play time... @edmuss : using SVR and the option "steamVR per app settings" in MWR settings app+ fpsVR, I am able to toggle in game "reprojection forced off" or "reprojection forced on". If we could have a keybind to do the same (not needing to go through the OpenXR toolkit menu) I think it may be a good workaround for the reprojection "auto" not working. There is an issue for OpenXR mod when my mod install the file d3dcompiler_46.dll in the same dir than the file D3DCompiler_47.dll used by opencomposite ACC. There is a workaround by using dll injector and so not putting my mod in same place than openComposite ACC, but could it be possible to have it using D3DCompiler_47.dll whatever other option of the dll in the same dir ? It will make things easier for compatibility.
  4. Nobody to help ? I tried to setup stemVR ad OpenXR and then fixed it in WMR, same issue :
  5. hello, I did not achieve to have reprojection...I tried all the options in dev toolkit and also the menu in OpenXR Toolkit but I remains with fps ~40-50 in quick mission DCS A10CII, with no distorsion but stuttering when moving my head (so no reproj.). No mod used. Did I miss something ? 60hz used for display.
  6. Hello, I created an experimental version of my mod compatible with this OpenXR feature : There is a new option to remove the AH64 flashing rotor blade...
  7. @Jekel : here is an experimental version compatible with the OpenXR mod: https://www.mediafire.com/file/o518d7n2kly0mjs/3DmigotoDCS_VR_15.0_openXR.zip/file In order to use it : 1) uninstall the normal mod (if you still have it installed) 2) install the v15 for OpenXR 3) go to [DCS_install]\bin\3dmigoto 4) launch 3DMigoto Loader.exe => a MSDOS windows will open 5) launch DCS I put in \bin\3dmigoto my d3dx_user.ini, to avoid an empty menu. You may overwrite it with yours.
  8. New version 15.0 available for 2.7.10.19473 Stable and 2.7.11.21408.1 Open beta : compatibility with last OB option to hide AH64 rotor It takes me more time than expected, I had some issue with the copy/paste feature... As usual, I did not take too much time to test...So report any issue here. @Jekel: I'd have a look later to see if something can be done for the compatility with OpenXR mod...
  9. What is the difference between smoothing and reprojection ? Is the diplay frequency tuned down or just the image updated only every xx frame ?
  10. But if you have 30 fps or a bit less like I had because of CPU in AH64 / quick mission / runway start ? Will it remain smooth ?
  11. If this is this mod That means the D3DCompiler_47.dll it includes is breaking the mod...Which error do you have ? I'm following the thread but did not test it yet, because I need to finish updating my mod for the last beta first. But as motion reprojection seems not working and there is re centering issues, maybe it's worth to wait a bit...What is your feeling about it ?
  12. You should save a track in this case, so it could be possible to reproduce...
  13. Thanks. But I will need to create a new menu entry, to toggle it on/off...So a new delay for the mod release...
  14. Thanks, I'll remove these shaders from the mod. In the meantime, do not hesitate to push tracks that are creating GPU saturation, if you find new cases.
  15. Maybe using some reference scenario may help to understand what can help to improve fps...I started here : https://forum.dcs.world/topic/295270-vr-fps/?do=findComment&comment=4920431 Currently, it seems (fpsVR) that I'm limited by CPU...
  16. Maybe a good start point should be to use the same reference. I used instant action / caucasus / runway start. So we could wee who can achieve better than other and maybe understand why... Here is my testing : No mods. Motion smoothing disabled. Unfortunatelly I can not do screencopy with fpsVR, so I used windows tool which created some orange in GPU, but in game it is still green. Is fpsVR is true, I'm really near 30 fps (I had 32-34 fps) because of CPU saturation... 30 fps is no go...this is the limit for stuttering. Setting texture to low is not changing anything. My config: I8700k @4.8 Gz, 32 GB, 3080Ti, RevergG1, no SS. My settings: ["graphics"] = { ["DOF"] = 0, ["LensEffects"] = 0, ["MSAA"] = 1, ["SSAA"] = 0, ["SSAO"] = 0, ["SSLR"] = 0, ["anisotropy"] = 4, ["aspect"] = 1.3333333333333, ["box_mouse_cursor"] = false, ["chimneySmokeDensity"] = 4, ["civTraffic"] = "low", ["clouds"] = 1, ["clutterMaxDistance"] = 0, ["cockpitGI"] = 0, ["effects"] = 3, ["flatTerrainShadows"] = 1, ["forestDetailsFactor"] = 0.9, ["forestDistanceFactor"] = 0.8, ["fullScreen"] = false, ["heatBlr"] = 0, ["height"] = 1080, ["lights"] = 2, ["messagesFontScale"] = 1, ["motionBlur"] = 0, ["multiMonitorSetup"] = "1camera", ["outputGamma"] = 2.2, ["preloadRadius"] = 150000, ["rainDroplets"] = true, ["scaleGui"] = 1, ["sceneryDetailsFactor"] = 1, ["shadowTree"] = false, ["shadows"] = 2, ["sync"] = false, ["terrainTextures"] = "max", ["textures"] = 2, ["useDeferredShading"] = 1, ["visibRange"] = "High", ["water"] = 2, ["width"] = 1920, },
  17. My track for minigun is broken, so I fixed only CPU, bombs and A10C gun. Can you test and report ? ;------------------------------------------------------------------------ ; fix crater, gun and bomb smoke bug OB ;------------------------------------------------------------------------ ; track CBU [ShaderOverrideFlagCBU1GSOB] Hash=b8bdd672968145f8 if $fixCraterBug handling = skip endif [ShaderOverrideFlagCBU3HSOB] Hash=910303c984fa21e4 if $fixCraterBug handling = skip endif [ShaderOverrideFlagCBU4DSOB] Hash=10407c7e22595a83 if $fixCraterBug handling = skip endif [ShaderOverrideFlagCBU5PSOB] Hash=28c1910f73d419ea if $fixCraterBug handling = skip endif [ShaderOverrideFlagCBU6VSOB] Hash=5f54299051bd6a3a if $fixCraterBug handling = skip endif [ShaderOverrideFlagCBU7HSOB] Hash=fe62890f069c5ce5 if $fixCraterBug handling = skip endif ;smoke ! [ShaderOverrideFlagCBU8GSOB] Hash=d0f5ec3cd6149260 if $fixCraterBug == 2 && $BombSmoke > 100 handling = skip endif $BombSmoke = $BombSmoke + 1 [ShaderOverrideFlagCBU9CSOB] Hash=15c616016a8b006e if $fixCraterBug == 2 && $BombSmoke > 100 handling = skip endif $BombSmoke = $BombSmoke + 1 [ShaderOverrideFlagCBU10VSOB] Hash=9c3becb0b958cf36 if $fixCraterBug == 2 && $BombSmoke > 100 handling = skip endif $BombSmoke = $BombSmoke + 1 [ShaderOverrideBomb1CSOB] Hash=1b7f3c961e856369 if $fixCraterBug handling = skip endif [ShaderOverrideBomb2CSOB] Hash=226da1bd6860198d if $fixCraterBug handling = skip endif [ShaderOverrideBomb3OB] Hash=2d0932c032abb12e if $fixCraterBug handling = skip endif [ShaderOverrideBomb4DSOB] Hash=a4bf9da681390a87 if $fixCraterBug handling = skip endif [ShaderOverrideBomb5CSOB] Hash=b83b4dd0ec4d9d4b if $fixCraterBug handling = skip endif ;improve fps but has side effect ; [ShaderOverrideBomb6CSOB] ; Hash=d0329cc3771f1f22 ; if $fixCraterBug ; handling = skip ; endif [ShaderOverrideCanonOB] Hash=3652734e87f1cf2c if $fixCraterBug handling = skip endif
  18. Finally, I had more time than expected. All features are restored, except performance fix and NVG (not tested). Most of shader changed...That's painful, especially for reflection fixes. I do not understand why, but I had 50 fps in 2D when replaying the track of CBU, even at the begining, with or without mod...Strange but I had no time to check.
  19. Hello, thanks for the job. It's a bit complicated to explain how to identify shaders for fps. You must identify which are the shader that are relevant by comparing before and during explosion, then try to disabling them untill you find the good ones. I'll have a look, but I'm not sure I will be able to find time before next friday...I need also to fix other mod features... It should, but at least all functions based on masking are broken.
  20. Same here : I did just 1 test, instant action: on ground with all on + Ihadss, nonFlir, fps just a bit above 30, fpsVR showing CPU at orange... I noticed also a slight degradation for A10CII instant action/takeoff (my default benchmark), but it remains > 40 fps... So the AH64 is really fps hungry and not VR friendly...
  21. On my side, I'll prefer to match as much as possible with A10CII original mapping, to lower the learning curve. Radio and George on MIC, BW HOT on boat sw, slave on China hat, ...
  22. Hello. There should not be any link with texture. By default, shaders modified in 3dmigoto mod are compiled at each 3dmigoto initialisation (that is at each game lauch). But, as I used the "cache" option (that's why there are .bin files with the txt files) this compilation is not needed. So that's strange to have this big launch time. I dis not notice it (but I put DCS on an SSD).
  23. In setting, there is an option "motion compensation" (or something like that). It should be "always" for DCS and "never" for il2. As soon as you are in cockpit, do a recenter. Then you should be able to use VRneckSafer without issue.
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