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Everything posted by MoleUK
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The transition points have always been awkward with spotting dots, that's something that hasn't ever been fully fixed afaik. 3nm was often a point where users would complain about their appearing/disappearing instantly, a smoother transition would be ideal. And yea in my experience quad view with 1.0 as a centre focus really seems to squash down the dots. I really don't entirely understand why, perhaps the developers could look into why it's tilting things.
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Do not confuse allocation with usage re: vram. DCS will allocate all the vram immediately. But actual usage will vary a good bit, and the chinook remains an absolute hog for vram. Though vram alone likely isn't the only reason the Chinook is a performance hog mind. I think ED found a relatively good sweet spot for visual fidelity vs performance with the Hind (and even then it wasn't exactly light on the system), every ED release since they seem to be pushing things too far or optimising too little.
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Honestly imo there was something inbetween their v1 and v2. On the initial rollout of v1 I had fairly large dots, that slowly seemed to be degraded over several patches. This may have been due to changes on my end (quad view, DLAA), but I suspect there was some unnannounced tweaking at some point idk. Then v2 rolled out with no announcement and it was immediately noticeable that it had degraded again. Everyone seeing different things depending on their individual VR setup is a huge confounding factor. And I don't know if it can be said with any confidence that the "average" VR user was a fan of the V2 revision or not. We'd need more feedback than just forum or discord complaints/praise, as if I were just going on feedback I've personally seen/heard I'd say most people did NOT like the v2 VR spotting dots as most feedback I saw complained about lack of visibility. And i'm not sure what the "Average" VR users setup looks like right now for DCS. We will have an unusually large number of higher end headsets as people spend more on this hobby, and aside from that many users have started using quad view even with headsets without eye tracking. A lot of the feedback split I've seen between those praising vs complaining about spotting dots has come down to whether or not they're using quad view. Though that is by no means universal. And I don't entirely understand why quad view is squashing dots so much, as I have the focus area set to 1.0 so it's not upscaling. It is sharpening (AMD CAS) and doing other stuff though, so perhaps it's a quirk of the rendering. I'm assuming it's not due to something as stupid as the dots size being calculcated based on adding the resolution of the outer focus to the inner focus, due to the game rendering 4 views rather than the normal 2. Though it might explain some things if the game is overestimating the resolution you're running at when quad views is enabled. And yeah an individual setup for each headset is going to take a lot of tweaking, and every time something new and unusual pops up like quad views it might need to be factored all over again. And again for each new headset release. It's going to require a lot of upkeep, and i'm not convinced that 1: It will be done well enough to cover for settings variations, or 2: It will be done in a timely fashion. Which is why I just keep coming back to sliders as the most workable solution.
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There are many exploits that are already used online, there is no avoiding that. Even the anti-cheat is faaaaaar from perfect unfortunately. I would rather we not base the entire spotting system around a few players who will abuse it. Just let me set it to what I want on my end so I can continue enjoying the game, I don't care if others will abuse it to spot me from further away than they should. Many of them abuse badly modeled radars to already do that lol. And players exploited 1080p spotting for years to do it too. As I said, there is no perfect solution. There will always be a group of players who are upset with the solution. Sliders upsets the least and pleases the most, imo. Yep. I might not like that others would abuse it, but at least I would be able to enjoy the game I bought.
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I wouldn't quite define quadview as simply a mod. At this point it's integrated into the game, I think ED understood that it's kind of integral to the future of DCS in VR. And it wasn't just those using quadview who were unhappy with the VR spotting in the previous patch. Many of us just simply stopped playing because VR spotting felt awful in the last patch. Some felt it was fine, and good for them. But trying to have a single setting that pleases both sets of customers doesn't seem very viable. If you please one, the other will be upset. I still maintain a client side dot slider (and the ability to turn them off entirely) is the best workable solution atm given all the variance in setups, so hopefully we get there eventually. There will still be some complaints from a certain % of MP PvP users, but that is a niche within a niche of the overall users, and you literally can't please everyone particularly on this issue.
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Until the "off" button works, I'd recommend you install and activate quad view as this reduces dot size significantly. This was part of the problem with the previous implementation where the very small dots became even harder to spot under quad view. Whereas the current spots almost seem tuned (intentionally or not) specifically for quad view.
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Похоже, что их отключение в настоящее время не работает для многих людей. Включение четырехъядерного просмотра и DLAA на данный момент значительно уменьшат размер точек.
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Приятно слышать. Может помочь с производительностью (vram) и размером установки одновременно.
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Можно ли в менеджере модулей предложить альтернативные установки низких и средних текстур? Таким образом, его можно будет выбирать модуль за модулем.
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Might be talking out my rear end, but as I understand it this problem is caused by DCS not exposing depth buffer information for reprojection techniques like ASW to work off of. So any UI or HUD elements will end up being garbled by the rotors since it doesn't know the HUD/UI elements are supposed to be in front of the rotor blur. Afaik nothing has changed there.
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Тормозит DCS после включения режима отображения карты F10
MoleUK replied to Adimka's topic in Баги и Проблемы
Это была проблема, по крайней мере, 3 года, но в большей степени это проблема для VR-игроков, поскольку это может привести к переполнению памяти в мета-ссылке. Блокировка положения F10 и сохранение масштаба помогает уменьшить проблемы, как и использование мода пустой вешалки для пользователей VR. Но это не устраняет проблему для всех. Вероятно, здесь имеется более одной ошибки. -
Can confirm that they are broken in MP atm. Frontgunners and sidegunners. Sometimes they open fire for a while, but they inevitably get busted.
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Canopy Glass is Flickering During Head/Zoom Movement
MoleUK replied to razo+r's topic in Bugs and Problems
See if this helps. Dump these in your saved games folder for DCS. Saved Games > DCSOpenbeta > Liveries > Cockpit_FW190_A-8 > Default https://www.dropbox.com/scl/fi/902tnu4hjr6bd1gahjtyc/id_13_D_FILTR.dds?rlkey=09asektjkq007a76c1f4c00qz&st=fphc6qh0&dl=0 https://www.dropbox.com/scl/fi/73ehptgjyt2375r8nq5w7/description.lua?rlkey=7zedyax014asqeoisdk1vdse5&st=y0sgi0xs&dl=0 It will clear up the canopy and may help reduce/eliminate the flicker. Passes IC. -
Of course it's unrealistic, the entire zoom function is unrealistic. You don't actually want realism though. You don't want to sit through hours of briefings and debriefings before and after you fly. You don't want to have to quit the game every time you die, instead of hitting respawn. You don't want to go through a court-martial whenever you accidently friendly fire something. Because you don't want actual realism, you want an approximation of realism. Actual realism isn't very fun, not even in this game that we play. And it is a game, there's an easy way to tell. Join a multiplayer server quick, get in a jet and hit '. You'll happily see all your air kills, ground kills and deaths listed. And your score for the videogame you're playing right now. I understand that some people would rather scream "It's a simulator not a game!", but it's very much both. And given that we don't want actual realism in this game that we play, we settle for many approximations to best enjoy it. To make it more fun. The current VR spotting approximation isn't fun or accurate, at least imo. So it fails on both counts. Spotting can literally never actually be 100% accurate to RL even if you wanted it to be, due to playing with pixels on a screen, rather than looking through a glass canopy and atmosphere. But it would be nice if this particular approximation were tweaked a bit again, which it appears it will be eventually. Hopefully for the better.
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Unfortunately it gets more complicated due to various AA and upscaling techniques. DLAA and quad view for example. I can't get dots to appear as well in VR as they do in flatscreen period atm. I can just zoom out in flatscreen and get dots to immediately 'pop' far better than they ever do in VR. Yes, I can only speak to the experiences of myself and others who I talk to. It has had an effect, and not a good one. It's true, I can't stand debate. I run away from it and can't engage at all. It's so easy to die. And realistic too. So let us disable accounts upon death, this is reflective of reality. If the aim is realism, when a pilot dies then naturally you must you die. Game over. Unless of course the aim of gameplay is more than merely realism. Perhaps the aim of the game is some level of fun as well as a touch of realism. But no, that can't be right. Sarcasm aside, the aim of the game is FUN. If you insist on rules that almost no others enjoy, what do you think happens to the game? It dies. Because you drove away all the other players. I think we can agree that nobody wants this outcome. At least I hope so.
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Ok, force spotting to be just as bad in 2d as it is in VR right now and watch what happens to the playerbase. There is 'realism' and there is 'fun'. Currently I have neither. Dying shouldn't be easy in the first place, so forcing it to be bad for everyone would be the best natural choice. Therefore let us make it so you can only die once per 24 hours, and then be locked out from further play. This is a bit more realistic. Though really we could argue for permanent consequences. There are hundreds if not thousands of possible software/hardware setups for VR, which is why this one size fits all approach is somewhat self-defeating. Of course there is one approach that potentially addresses all this (dynamic scaling), but it has been ruled out as a solution for whatever reason.
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This would be a great thing to have, even just as a keybind. The way the mouse moves/displays in VR has always been jank, and it would solve a lot of frustration. Personally I have to switch to F10 to find the mouse cursor a lot of the time. And while that's not ideal for me, for other users with F10 performance issues that's not really an option at all.
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The problem is that the new VR spotting has taken the fun out of things for a lot of us. It's currently a lot easier to spot in flatscreen than it is VR, that can be tested fairly easily by swapping between the two on the same settings on some spotting mission tests. I assume that the changes were not made with the intention that VR players should find it far harder to spot than flatscreen players, but that is the state of the game for a lot of us atm. For me if I can't see a damn thing (as things currently stand) it is no longer a fun experience period, as a result I have stopped playing almost entirely. I understand that some people may enjoy the reduced spotting, but from my perspective I would rather those players have an option to enable that playstyle for themselves rather than force the current lack of visibility on everyone else.
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It's mostly a reason for ED to invest the time in doing it. And yeah the Apache was always very rough for VR as well. It's remained a performance hog ever since release, so I have come to accept this as the new norm. The Chinook demands have only cemented that. Doesn't mean there won't be optimisations that arrive, but unless something drastically changes the Vram and general horsepower requirements are only going to keep escalating. Unfortunately Nvidia has been stingy with vram for generations of GPU's and seems unlikely to change much there, so a lot of DCS users are going to suffer in the meantime.
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The recent releases from ED do seem to be trending towards higher and higher vram requirements. This could actually be solved by offering a lower texture install of recent (if not all) modules in the module manager, a bit like steam can offer optional 4k texture pack downloads but in reverse. Not everyone needs or wants the extreme level of detail that is now on offer. User mods have shown that the module textures can be significantly shrunk while still maintaining most of the visual fidelity, and given the module manager already exists perhaps it could be leveraged to help users with GPU's that have less than 16 gigs of vram. And if ED wants to get more people to install standalone rather than steam, having this feature only available on standalone (via the module manager) might be another incentive to get users to make the jump.