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Cythkato

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Posts posted by Cythkato

  1. On 2/4/2023 at 10:59 AM, gwizdek said:

    Since I moved to native OpenXR (with OpenXR Toolkit), I noticed that sometimes when starting the game my view inside HMD (Reverb G2) is upside down and facing back (the desktop mirror is ok). Usually changing game resolution in options or changing render scale in OpenXR tools for WMR fixes this. Today I noticed one more thing - even if I manage to have right picture orientation, the HMD mask (shader) is upside down.

    Is anyone having this?

    nullnull

    image.jpeg

    I'm also seeing something similar.  With DCS Settings->VR->"enable HMD Mask" checked, if I'm running DCS via OpenXR (launch parameters " --force_enable_VR   --force_OpenXR") with either Windows Mixed Reality or SteamVR set as the OpenXR runtime, the HMD Mask is upside down compared to running DCS VR via OpenComposite or SteamVR OpenVR.

    OpenXR with WMR or SteamVR runtimes, OpenXR Toolkit and XRNeckSafer disabled, left eye:

    Screenshot 2023-02-06 164954.png

     

    OpenComposite or SteamVR OpenVR, left eye:

    Screenshot 2023-02-06 165417.png

  2. 6 hours ago, svartsau said:

    I have almost the exact same specs. Will be very interested to see how it goes. You don't really need very advanced testing. Just need to compare a reproducible CPU bound scenario with 5800x before switching the CPU and then do the same scenario with 5800x3D after to see if it has a good improvement on CPU frametime and FPS.

     

    1 consistent and unusually CPU intensive test:

    Mi-24 with max Gatling gun pods and grenade launcher pods equipped, set to max burst length.  While flying close to ground, fire all pods shortly ahead at ground for full duration repeatedly, getting many ricochets and gradually bottoming out fps.  Doing this in Caucuses VR, I can consistently get to a minimum of about 12 fps (5950x, 64GB 3600 C14, 3090, Win10).

  3. @Rosebud47 In my opinion, with FFR set to highest quality preset (quality wide, like edmuss has set above), the main quality degradation is far enough into the blurry edges of the G2 lenses that I don't mind it vs the performance gain and the higher resolution it allows me to run to thereby increase sharpness in the sweet spot of the G2 lenses.

    @DeltaMike I ditched shadows in VR awhile back and overall don't regret it, as this noticeably boosts the potential resolution I can set at a given frame rate target, and makes my frame rates more consistent.

    If I set resolution in about 50 to 70 % range, I can often maintain 90 fps and use 90 Hz without MR, but I really like the increased sharpness and details of 100+ % res, and in some of my missions/scenarios I encounter CPU bottlenecks that drop me below 90fps regardless of graphics settings.  So for now, enjoying 60 fps / 60 Hz and trying to finally spend more time playing rather than tuning. 😉

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  4. Lately been playing at 100 to 115 % resolution (depending on map, aircraft, to maintain over 60 fps with margin) in OpenXR at 60 hz on G2, motion reprojection off.  OpenXR Toolkit fixed foveated rendering at high quality preset.  DCS Textures and Terrain Textures both set High, Anisotropic Filtering 16x, but most other DCS settings low/off.  Using 3dmigoto mod for Apache rotor removal, haze removal, crater fps fix, and sharpening (lately set to around 2.2)  Getting lots of shimmer, but I've kind of gotten used to it, and am addicted to the level of detail - seeing numerous details I'd never seen before!

     

    In my opinion, this plays to some of the G2 strengths, and allows the potential sharpness of its displays/optics to be realized without artifacts or judder.  It does entail Oculus Dev Kit 1-like 60 Hz with flicker, but I've gotten used to the flicker after playing this way for awhile.  Seems to me like there's not a very great antialiasing solution for DCS VR yet, so for now I've embraced the shimmer.  3090, 5950x, 64GB, Windows 10.

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