Jump to content

MoleUK

Members
  • Posts

    608
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by MoleUK

  1. Доступна ли в настоящее время информация о буфере глубины и цвете пикселей, чтобы ASW 2.0 и DLSS могли работать правильно? В журнале я вижу предупреждение о том, что это не так, поэтому я не был уверен, верно это или нет. 2025-02-01 21:12:11.675 INFO DX11BACKEND (1336): DLSS successfully initialized, 436x452 -> 748x780 2025-02-01 21:12:11.990 WARNING LOG (2428): 1 duplicate message(s) skipped. 2025-02-01 21:12:11.990 ERROR_ONCE DX11BACKEND (1336): render target 'mainDepthBuffer' not found
  2. Yep CTD solved. I only had to delete the dxgi.dll and dlsstweaks.ini to resolve the CTD, but as long as you drag across the new dlsstweaks files you should be fine. Profile inspector needs to be updated or it crashes as well.
  3. And now a new version of DLSStweaks has arrived that is compatible with J and K and doesn't crash. Things moving fast lol. https://www.nexusmods.com/site/mods/550?tab=files
  4. Lol. Preset K has now arrived. New .DLL, new version of nvidia profile inspector both linked here.
  5. Still happened on the new nvidia drivers that just dropped, so I had to delete dxgi.dll and dlsstweaks.ini from the DCS exe folder, and then use profile inspector to enable the transformer model again globally. You can still start the DLSSTweaks.exe after doing this to enable the HUD to check what version is running.
  6. I also got the CTD's on load screens when I updated to 571.96, another user had the same problem and said it was fixed by removing the DLSS tweaks files from the DCS bin folder. Haven't tried it yet personally as I rolled back the drivers already, but iirc the CTD did point towards the DLSS files. dxgi or one of the others.
  7. Yeah it's unfortunate. I wondered if it was just my particular setup, but I've seen a few others pick up on it. Might mean it's better for the BVR enjoyers.
  8. Tried both DLSS and DLAA now, on preset J. DLSS has noticeably improved across the board, but minor ghosting still remains. Can see it on treetops as they passby. However, DLSS on J seems to want to delete aircraft/dots when they pass in front of cloud cover at a distance, which for me is a non starter. DLAA on preset J is just a flat improvement across the board with no new downsides as far as I can tell, apart from the performance hit which is supposed to be alleviated by moving to 571.96. No issue with dots/planes getting squashed with only DLAA enabled. I tried installing 571.96 but immediately got CTD's in DCS when trying to load in so I suspect it was a bad innstall, will try it again tonight. This is all in VR with quad view enabled as well, so dots/planes getting squashed may be related to DLSS 4 interacting negatively with my aggressive quad view settings.
  9. You might be running into the disappearing dots issue, if the mission you're flying has a good amount of ground units that'll happen. There is a semi fix/workaround for that, if that's the issue you're having. But if you can see them fine at 10nm+ and it's more an issue up close, it sounds like it might be a different issue. Though that can actually happen, if there are ground units in front of them the dots appear fine. It's when ground units are behind them that they start dissappearing. Fix here to try anyway, only takes a minute:
  10. The powerline issue and dots against the sky going transparent do seem to be connected. Is your LOD switch factor set below 1.0? Setting it below 1.0 will start to make assets completely dissappear at times. Though 1-2nm would be an odd distance for that to happen, so it may be a missing LOD model as others have suggested. But I would treat the LOD slider as essentially broken if set below 1.0 atm. It's not tuned right at all.
  11. Disappearing after a merge is likely a different issue (bad LOD transition maybe?), but yes to the current fix for the disappearing dots and ground units. 40000 seems a good sweet spot to avoid there being more than 100 units in your FOV, and LOD set to anything less than 1.0 results in some very iffy behavior to the point where it starts to break the game a bit visually.
  12. Related issue I think:
  13. This appears related, in terms of the way it punches through to the background.
  14. Oh, and be aware you have to restart the game after changing the LOD for the change to take effect. I would essentially treat the LOD switch as broken when set to below 1.0 atm, 0.1 is an extreme example but even at 0.5 stuff can start straight up disappearing.
  15. Change your LOD switch from 0.1 to 1.0 Having it set to anything less than 1.0 will result in lower detail models appearing at short distances. And in some instances will make objects entirely disappear when they shouldn't, either due to missing LOD models or due to transitioning to a spotting dot when no more spotting dots are available.
  16. True, though that low poly mode could potentially become a performance setting to open up the game to lower end machines. At that point it might be worth spending dev time on, as it wouldn't be simply an aesthetic choice.
  17. Hey if you grew up playing sims this is peak nostalgia. It is about 75% of the way to being a cohesive aesthetic already with just a few tweaks. It really does look shockingly good in-game.
  18. This is currently achievable by simply tweaking a few values in nvidia profile inspector. It breaks all the HUD's etc so it's not really playable, but I would argue that it actually looks pretty fantastic already. With a little work to clean things up and make it an official setting, it would be a nice feature to have. Even if only as a callback to the roots of the sim genre.
  19. Hm. This is interesting. As it happens today I had to change an input due to getting a new keyboard with less keys, I had to rebind one of the UI keybinds (to bring up FPS graph), when I tried to change it my whole system almost came to a standstill (I was on a MP server sitting in a hind on the ground) while it updated all the modules to the new bind since it was a universal binding. So I do wonder if it's struggling to load all the relevant aircraft bindings on role select? Seems odd but might be worth checking.
  20. Good to know I don't need to reproduce a track if it's a known issue, cheers. Wonder if it's related to the spotting dots changing colour when against clouds sometimes as well. It has a similar look to it.
  21. Pretty sure this has been around a while, but I may try and replicate this later in a track if it's not a known issue. Just stood out to me today as it noticeably changes from the as-expected black to bright blue when it's against the ground vs the air here.
  22. Not so weird if it's the old LOS bug kicking in tbh. It was always hard to replicate it and it still pops up, albeit infrequently.
  23. When I play the track there, he finds the targets. The target list is open with a list of Gaz-66 iirc, I can see you scrolling up/down it as you try and get Petro to re-find targets. I will say alongside the Fog problem, there is another bug that interferes with Petro's LOS sometimes resulting in him not finding targets. You might be running into that one, at least if the list of targets isn't appearing low down in the screen for you. The LOS bug is not as bad as it was a few patches ago, I would routinely run into that one in MP. It would require re-approaching the ground targets from a completely different angle, as whatever was blocking the LOS was not blocking it from '360, only certain angles. It's been suggested that it's some terrain bug, or dead units, or some other unit model blocking the LOS at times. I have never figured out what's doing it as it's not consistent. So next time it happens, just take note of what angle you're aiming from (the south/north etc) and move to another angle to see if he will pick up the targets again. Usually works, but not always. I don't know when this LOS bug was introduced, but it was a few months back. I ran into it again today so it's definitely still there, it's just not happening as often.
  24. Yeah this one has been around a long time. The moving map mod doesn't open F10 at all, so it remains the best/easiest workaround for now. Keeping the F10 map centred on the aircraft by clicking the arrow means flipping to F10 and back doesn't require that the game load in too many extra assets afaik. I've kept it centred that way for a few years now, it does help keep it more responsive. If the F10 map is viewing somewhere entirely different from your aircraft, it will try and load in any air/ground assets around that area. Currently the F10 map is literally a birdseye view of the actual game/mission/server, rather than being a simpler stand-in/representation. If you zoom in far enough you can even see the trees sway. With a game as vram/memory heavy as DCS, that presents some problems.
  25. It's not due to overheat issues, many users have reported this over on the ED discord. Seems to be limited to MP, and often doesn't show in track replays. https://discord.com/channels/542985647502393346/1301330515822903326/1323881862078267466 Also a thread on it here. But this is all seperate from OP's issue.
×
×
  • Create New...