Jump to content

MoleUK

Members
  • Posts

    586
  • Joined

  • Last visited

  • Days Won

    1

3 Followers

About MoleUK

  • Birthday 06/29/1984

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Yep just gotta hope it arrives in a somewhat timely manner. Some of the assets in DCS (trees in particular were really bad for shimmer) just really benefit from anti-aliasing. It's particlarly bad in VR, where the jaggies are extremely in your face and you have to pump the resolution to absurd numbers to get past it. Or you just enable DLAA and take the tradeoffs. It doesn't help that MSAA has never worked particularly well in DCS in my experience either, some have said it's due to the switch they made from forward rendering to deferred.
  2. J and K both harm the spotting dots considerably with DLSS enabled. Particularly as those dots fly in front of cloud cover, as DLSS doesn't like that contrast at all. With just DLAA enabled, the impact isn't anywhere near as severe. Rolling back to the older non-transformer presets (C or F iirc) will also help the dots appear a bit better, but with obvious visual tradeoffs. Ultimately ED should give us the option to disable DLSS/DLAA from running on the spotting dots altogether, in the same way they have the MFD's. That's the only real 'fix' for this one. In the meantime, try settling for just DLAA. If that's still too negative an impact, go back to MSAA.
  3. Others have run into this problem before. There's another recent thread floating around on it but can't find it. There is also a VR specific problem where the opposite happens, where opening F10 leads to the lighting going way too bright for a while. It appears to be HDR misfiring at a guess. Not the type of HDR found in monitors or in the system settings etc, it's the lighting technique used in gaming to brighten/darken scenes as you transition between light/dark areas. The kind of adaptive lighting/gamma system they have has always had some odd quirks imo, I wish we could disable it in the options.
  4. Cheers, that's a good tweak to have available.
  5. On some quick testing, it appears the spotting dot cap was increased from 100 to 1000. Compare the track with 900 ground assets in the distance vs 1000. This is a massive improvement, though I would have liked to seen it raised to 9999 (or several thousand) if possible to avoid any potential problems. Still, for most missions this should be more than fine. The only edge cases are likely to be missions with lots of infantry, as afaik each individual infantry model is assigned a dot. So hitting 1000+ units within a 80km by 80km square and hitting the dot cap becomes a bit easier if using mass infantry. Something for mission makers to keep in mind at least. new co alt test 900 abrams 70km behind air dots.trk new co alt test 1000 abrams 70km behind air dots.trk
  6. For anyone following along, from ED's newsletter on the 18th: "Spotting dot rendering is being reworked to change the maximum number of dots that can be rendered simultaneously." https://www.digitalcombatsimulator.com/en/news/newsletters/b975d20c465e6c77afbdea6bce7a2b59/ Good to hear a fix is in the works. When it arrives, I will do some test runs and update the thread with the results.
  7. That option is already available, just set them to off. There's a reason none of the larger MP servers force it to off, mind. Customers don't want to fly it that way in MP for the most part, and those that do can already launch 0 spotting servers. All that aside, it would be nice to see a fix arrive for the spotting dot cap bug/issue eventually. As my 'fix' is far from ideal.
  8. Keep your LOD slider at 1.0 or above, setting it below 1.0 will result in disappearing ground and air assets. Also follow the steps to reduce global object draw distance here: Doing that will keep spotting dots appearing properly for the most part.
  9. @Taz1004 Sorry for the ping, but just incase you haven't gone inactive: I've been using this since you first put it up as it's so damn useful. But I've had to reduce the text font size even further to try and reduce the size some of the server spam can take up on the screen. And even then it's not really enough. I noticed in the gameMessages.dlg file there's also some values for line heights and some H/W/X/Y values. Has anyone tried altering these to see if we can get the initial messages to appear further up? That way they wouldn't obstruct the view quite as badly. I'd much rather just look up to read the messages than have them overlap right in front of my face.
  10. Visibility bump as this remains an issue. I think a few Contention regulars settled on 30km object draw distance to avoid dots disappearing. I also found an old video I took of the dots disappearing as I turned my head in their direction (and thus more distant ground objects came into the FOV), I recorded it in July 2023 so the problem is at least that old and possibly a fair bit older. Though I did find a forum thread claiming the dots disappearing was a new problem introduced not too long before May '23: That timeframe would roughly coincide with the introduction of the MT build (March '23). Some users I talked to did claim that the ST build had much better dot visibility and they stayed on it as long as possible, so it may be this problem was in fact introduced with the MT build of the game.
  11. CPU cores being pegged at 100% (1 with SMT off, 2 with SMT on afaik) while on the main menu is actually an old problem that pre-dates this recent bug. But when those 1-2 cores were pegged at 100%, the other cores would mostly be idle and temps would be normal. Though I do wonder if the core pegging problem is related to this new spike in usage, as I never believed it was normal behavior. But it is long-standing. Thread on the core pegging here: I have always felt that there was something very off about the menu/UI performance generally in-game, something is using waaaaaay too much CPU time. But it's just a gut feeling I've had for years now. Just look at the way the game can absolutely chug while refreshing lists on server select, or when role select is open in MP servers. Ultimately it doesn't matter too much if it's only limited to the UI/Menu performance. But we have seen problems in the UI spillover into general performance problems before, when players joining servers (or just reslotting) cause a server-wide stutter due to the role select menu refreshing it's entire list.
  12. It won't really affect hardware, modern CPU's will downclock to keep from getting damaged. And many are designed to run at 90c+ just fine. All it's currently doing is increasing CPU usage for no good reason. But it's almost certainly reducing performance in-game due to the increased CPU usage generally.
  13. 5800X3D here, I wasn't monitoring the temps on menu before but I was monitoring CPU usage. Before patch, two cores would peg to 100% usage constantly, with very little usage on other cores. So overall almost always around 13-16% CPU usage with SMT on. I never thought the two cores stuck at 100% was normal behavior, but it's been that way for a long time and is a widely reported problem/behavior. After patch on menu, CPU usage is all over the place. Lots of sawtoothing. Overall usage up to mid 20's to 30% usage, so it's definitely increased the load significantly. In a high airflow case that's resulting in 60c just on menu, which is high vs other games where I frequently only hit 60c+ in gameplay if that. ETA: I found some old SS's, I was previously idling on main menu at like 35-40c at worst.
  14. Hah, seems the main thing might just be a fresh Windows reinstall. Though my install was only a month old, a reinstall (via ISO) still did the trick. A full windows install can nuke/delete a lot of things. But I have reinstalled all the previous mods/third party software and all the performance tweaks and it's all still fine atm. So I have no idea what problem it's fixing, but at least your issues are fixed as well now.
  15. I put in more info on the latest post here. I absolutely cannot guarantee that rolling back to Win 11 23H2 will solve the long loading times for you, and it requires a total deletion of the boot drive so it's not a small step to take. If you do want to give it a crack, you can follow the steps outlined here to grab a 23H2 ISO to see if it works for you. Let me know if it does, but again please only take this step if you are fine with doing a full windows reinstall and losing the data on that drive.
×
×
  • Create New...