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ShadowDoggie

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Everything posted by ShadowDoggie

  1. Hello ED In the Clouds.lua file, there is a setting to change the clouds method/technique back to the oldschool system, by changing its value to "2". Good thing is, this works, and it increases performance by ALOT, sad news is, that this fails the integrity check for mp servers, with integrity check enabled. Do you mind adding a option for the players to choose this themselves, in the graphics settings? Thank you very much in advance!
  2. Closed beta is not the same as an alpha branch. What i was referring to is an alpha branch which would be open for everybody. ED is claiming that multicore is improving performance, so i would like to experience that OR at least be able to see it through for example content creators.
  3. They should make an alpha branch of the game for people to already test multithreading. Let us players be the judge wether performance has improved or not.
  4. Hello folks! Demonstration video: https://www.youtube.com/watch?v=dnwRb75obB8 showing the 72 fps in a full 4YA server aswell. (Might take some time to process by Youtube) Most of you quest users, are probably familiar with the oculus debug tool, and in there you can set the fov of your headset. If you reduce this fov to around .6 for both horizontal and vertical, you WILL have 72 fps at default resolution in both single player and multiplayer. If you don't try to reduce the fov even more, and if you're satisfied and you want more fov, try increasing it, keep in mind though this requires a restart of the game, every single time, if using oculus tray tool, and a restart of both the game and LINK/Airlink with use of oculus debug tool, to apply these new fov settings. But ofcourse a downside is, that you WILL be able to see the borders around your eyes, especially if the headset IPD is not set to middle or lowest setting. A nice thing is though, that you can get used to this. Why will you have 72 fps like this you might ask? Because far less things will get rendered in the game, and as we all know by now, the triangle counts are too high in DCS. p.s. keep in mind to have MSAA aswell as terrain shadows to OFF, and keep resolution to the automatically assigned one in the oculus software at 72hz, otherwise i cannot guarantee this will work for you aswell. And ofcourse make sure to disable ASW in the oculus debug tool in every new link/airlink session aswell, or alternatively download the oculus tray tool, to make a profile that sets it on every game launch to disabled and/or setup hotkeys for it.
  5. Do me and yourself a favor and go into a mission with just one module and look from the cockpit towards hangars and then away from it, and look both at the triangle amount difference aswell as framerate difference, because quite frankly i can't even be bothered providing any more proof since these kind of testing scenarios would be the same for any hardware setup, even in desktop mode. Maybe that link i provided is only for standalone (android apks), for the quest, but even if it is, it doesn't take away the whole point that i am making here, which is that there are too many triangles.
  6. Less triangles does not mean worse looking as seen here as an example: You just have an insane amount of triangles which many of them aren't even optimized by LODs. But i am gonna end it here, because you know how to fix the performance, and if you don't, then you simply don't, and there is nothing i can do about it, because you know what the issue is now, and so does your whole team. I hope you're gonna take the steps to reduce the triangles, and if not, you would come up with an alternative like Nanite is for unreal engine. But us players will have to see after all these years.
  7. We can most definitely compare these framerates, because these triangle counts go for ANY engine/game engine. When are you going to lower the triangles for all the models in the game, for vr? This is what i asked in the post, and i, and many other people would like an answer which you have refused to give to us, for many years. It is the ONLY and most obvious solution for your dev team, to fix vr performance, and any vr game developer knows this, and i am sure your developers also know this, so i am really confused why you have been ignoring this question all this time. If anything your game engine can handle those triangles even worse then Unity can, definitely not better. p.s If i as an average joe, that only has alot of hardware knowledge and barely any game engine/development knowledge, know that these triangles are VERY important from my own experience making vr projects in multiple game engines, then why haven't you taken care of it yet?
  8. https://developer.oculus.com/documentation/unity/unity-perf/ Note: Platform Triangle Count Quest 1 350k-500k Quest 2 750k-1.0m The official Meta/Oculus website litteraly tells you developers, to don't use more then these triangle counts, yet you completely ignore this. So no wonder that when players are at or under these triangle counts, they have amazing framerates, which is sadly never the case without customizing the view distance to redude triangle counts.
  9. I see you're correct. Either way players are rendering hangars and who knows how many more models, almost all over the map (depending on the map) in full triangle amounts, which stack up to millions total as seen in the screenshots that i provided in the reddit post. That is a huge issue, mostly for vr. Seen here: https://imgur.com/a/YpXwOw4
  10. This is completely the wrong mindset. Every single model needs LODs, for both consistency of the development, aswell as performance. I dont want a ab-212 cargo model even being rendered in my game from 80km away and nobody wants that. And quite frankly its ridicoulous, that t his hasn't been done after all these years, after multiple people speaking out about it.
  11. I got it. You're right its not 3000+, but however many there are without LODs is that amount too many without it. Every single 3D model in the game needs to have LODs, especially for vr, since in vr triangle amounts are VERY sensitive to performance. Hence why many vr games are made in a lowpoly style, because those types of models have barely any triangles/polygons.
  12. Its not just about the hangar model. Its about the many files (i don't know the exact count, in the folder mentioned earlier. When i remove the hangar from the folder mentioned, the hangars are gone in game, and this goes for all the files in that folder, meaning that YES indeed the models inside the folder mentione, once again: DCS World OpenBeta\Bazar\World\Shapes ARE in fact the models used in the maps, or at least in caucausus, because i haven't tested it in other maps and can't be bothered doing so, because i am not going to buy a map for a game dev team that refuses to creates LODs needed. Proof here of the hangars being gone when removing the file: https://imgur.com/a/oEIvp9V This thread just to clarify is, us players hoping that your dev team, and 3D artists, will make LODs for EVERY single model in the game, as it should be. Here is an example of one of the many models without LODs, in its LODS config file: model = { lods = { {"ab-212_cargo.edm",2000.0},}, collision_shell = "ab-212_cargo_collision.edm", } As you can see there is only one model in this config file, meaning there are no LODs for it.
  13. I would like to ask why i have been lied to by NineLine, since he/she claimed that the files i was looking at are not used in the game, while after removing the hangar model it clearly doesn't show up as you can see here: https://imgur.com/a/5l2blPJ I think you might remove this forum post, because someone that lies, usually doesn't want to hear such thing. If this post doesn't get removed, i would like to know, why you lied to me. Also i would like to know why you tried to make me doubt in myself, because clearly these many models do not have LODs whatsoever.
  14. Hello ED, Many of the models located in: DCS World OpenBeta\Bazar do not have LODs, and are badly optimized, as in they have WAY too many triangles for a vr headset to work well. Here is the documentation from Oculus/Meta, to provide you developers with information of how many triangles should be drawn MAX: https://developer.oculus.com/documentation/unity/unity-perf/ I know its unity related, but that doesn't matter, unless you're working with techonology like Nanite, which your game engine does not have. I would like to ask if your dev team, can reduce the amount of triangles in, at least vr, to the amounts stated in that page provided. And if you are going to do it, when that would be.
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