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Laurreth

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  1. Same thing, the screenshots you posted there are almost completely black on a calibrated monitor. If you blow up brightness so much that you start to see crass banding, that's likely not an issue of the game but of your game or monitor settings. There simply aren't enough gradations between "black" and "almost but not quite black" in an 8-bit render to support that sort of postprocessing.
  2. I'm suggesting that the monitor is set to 100% brightness or some feature like MSI's "Nightvision" that massively overbrightens dark parts and ruins the image.
  3. Those screenshots are almost entirely black, it looks like you're running some crazy brightness boost on that monitor. That would of course introduce extreme banding since colour resolution in those narrow ranges is almost nonexistant. The histogram of the first screenshot looks like this in ACR: You can't really do much brightness boosting with that out of an 8bit source without having a horrible result.
  4. Can you please post a screenshot with the effect? (I still assume the two pictures in the OP are photos taken off the screen.)
  5. Do you see the effect yourself on screenshots? (Do you see any banding in the menu screenshot you posted in the first post?) Could you include some screenshots for a side-by-side comparison with the monitor photos? At that point I'd dig through monitor settings and try to run it as close to "ancient" technology as possible, i.e. 8 bit per component (try forcing wherever it's available, graphics driver and monitor settings) no HDR no "gaming features" like e.g. the "night vision mode" that MSI markets on some of its monitors; there also appear to be "gaming modes" that I'd disable, but then again I'm weird. if the monitor has it, sRGB colour profile (will look washed out AF once you're used to wide gamut monitors) Given the manual of the MSI G27C6: Gaming Game Mode "User" Night Vision off Response Time "normal" or "fast" (I hope that doesn't fudge with colour rendition, but who knows) MPRT off (whatever the hell that's supposed to be) Professional Pro Mode "User" Eye Saver off (that will definitely do weird things with colour rendering) HDCR off Anti Motion Blur off Image Enhancement off Image Color Temperature to one of the presets to avoid having some weird effects from a custom white point
  6. Try removing your monitor profiles entirely and see if that changes things. I've seen some really bad results come out of stock monitor profiles and calibration attempts where weird things happened. If you could attach a copy of your profile that'd be interesting too.
  7. Make sure you have enough space free on your D drive. See if that file already exists and if it does, delete it (both D:\DCS World\_downloads\Mods/aircraft/Mirage-F1/bin/MirageF1CE.dll and D:\DCS World\Mods/aircraft/Mirage-F1/bin/MirageF1CE.dll). If you are using some 3rd party antivirus software, try disabling it, e.g., by setting up an exception for the DCS installation folder.
  8. And then you still need to pray that the mainboard manages to run that stuff anywhere near stable without severe underclocking or overvolting; no, Asus is not a sign of stability in that area, during the DDR3 era I've had several Asus boards that straight up refused to run stable with 8GB sticks without best guess manual adjustments. And you do not want to fill up all RAM sockets because that will make things even slower and worse. The 1050Ti may even be fine for that though; DCS quickly becomes CPU intensive, and that CPU won't be able to throw enough data at it to make it sweat. If at all possible, I'd try to find a cheap DDR4 system with a moderately recent CPU (even a first-gen Ryzen 5 will run circles around the 870!) and throw the graphics card in there. That'll give you much more room to play with.
  9. Drop everything 90° into the break, and you'll quickly get a feeling for how the plane behaves once you level out. I've found it to still balloon quite a bit, but that's nothing a little forward pressure on the stick can't fix. It becomes a bit of a Kata after a few dozen Bolters. (Yes, I suck at carrier landings, sue me.)
  10. Letztens war eine Aktion für Cyclics; melde Dich am besten für den Newsletter an, die schicken solche Rabatt-Aktionen rum und der ist ansonsten recht ruhig, vielleicht eine Mail jeden Monat oder zwei.
  11. Zufällig nochmal über die erste Seite gestolpert und muss doch noch meinen Sanf zum Thema Stick-Rotation versus gute Pedale geben: nimm die Pedale, wenn du Geld, Platz, und den Willen die Dinger ab und zu hin und herzuräumen aufbringen kannst. Am Stick rumzuschrauben nimmt immer irgendwo Präzision raus, oder man kommt in gewissen Stellungen nicht mehr komfortabel an alle Knöpfe. Wenn dann noch etwas Angstschweiß ins Spiel kommt, geht Rotationsachse garnicht mehr.
  12. The one time I try to be inclusive
  13. AFAIK for Apple stuff you'd need to do a native Metal implementation, yet another shade of green. Metal 2 and up may even be suitable for games.
  14. Yeah, I agre with that; it's just a general observation on the choice between Vulkan and D3D12. If you have something that's only supposed to run on platforms supporting both, there's no reason to make it religious.
  15. TL;DR as far as I can tell would be that there are more important construction sites, first and foremost the scripting engine. Hop onto a busy multiplayer server like Enigma, get a whopping 17 to 24 FPS, then check out performance metrics, and the game is stuck with the Lua task eating a tonne of CPU and the rest of the game doing more or less nothing. Vulkan won't fix that. The other thing is of course, why not go DX12, which offers about the same features? In therms of graphics, that gets you on the vast majority of gaming systems (Windows, and current XBoxes) and unless you really REALLY want that 3% Linux Gaming marketshare and maybe target the Switch, Vulkan is a bit of a weird decision from a pure ROI perspective. Apple and PS4 are using their own things again, so there's no gains to be made in those directions.
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