-
Posts
2159 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by Qcumber
-
The latest version of XRFrametools has now corrected the issue with exporting individual frames data so you should now only need one version. I have updated the VR benchmark methods thread to reflect this. Also an updated spreadsheet to correct some errors and add a VRAM chart. https://github.com/fredemmott/XRFrameTools/releases/tag/v0.2.0
-
The frequency is the number of frames that fall within 0.1 ms latency periods. XRFrametools captures individual render times. The spreadsheet looks for events that fall within 0.1 ms periods and counts them. This is then expressed as a percentage of the total number of events. The shortest latencies are being picked up at around 20 ms, peaking at 21-23 ms and extending to 26 ms. You have not included the other charts or table but I would estimate that FPS is 37-50 with mean around 45. FPS is [1000/GPU-render-time] so you need a minimum of 27.8 ms to maintain 36 FPS. However, CPU render time will impact in this if it is too long and cannot deliver to the GPU on time. What do the CPU render times look like? Can you show the FPS chart? This will show the variance and spikes.
-
I wonder why it's working for me and not you!? Maybe success with today's driver.
-
Has anyone tried 576.28 yet? https://www.nvidia.com/en-gb/geforce/drivers/results/245385/
-
What GPU?
-
No issues that I have noticed up to 576.02. I've not tried 576.15 yet.
-
Not yet. I'm away from home this week but was planning to look at this at the weekend.
-
Fps loss 50% near water/sea and drawing of fences
Qcumber replied to maks's topic in Bugs and Problems
What are your pc specs etc? Is this just the Cold War Germany map? -
Rumor: 50 series super cards may be on the way
Qcumber replied to AngleOff66's topic in PC Hardware and Related Software
The 5080 super sounds interesting (if the rumours are true). However, the 5080 16Gb is a great card for VR too. The highest VRAM use I have seen is 12Gb. I got mine at MSRP. In the UK the stock/price is very good at the moment so hopefully the same is true for your location. It would be a good upgrade to a 3090. However, you might also need to upgrade from a 5800x. -
No. The BSB2 has much better lenses and the potential for eye tracking. No. The G2 has limited life and old lenses. My point is that you could consider a Quest 3 (or Quest Pro if you want eye tracking). Whilst I like the look of both BSB and the MeganeX they are very expensive and unlikely to give you a significant boost over other, cheaper headsets. On paper it looks great. However, there are no real comparisons with other headsets in DCS. Do you have one yet? How does it compare to a Quest 3?
-
I was just interested in seeing if it gave you good advice. An AI may not have used very reliable sources.
-
By shimmering I presume you are referring to aliasing. As Speed-of-Heat says, increasing the resolution will reduce aliasing regardless of headset. I can run my Quest Pro at 5000x5000 pixels and the image looks great but performance is terrible. The only difference in this context (ignoring lenses etc) between a rift s, quest pro and a Megane x or BG2 is the pixel density and whether you can see the "screen door". So buying a very expensive headset because it has avery high pixel density and native resolution is not necessarily the best option. In terms of resolution and aliasing it is best to push the resolution as high as your system will allow and apply antialiasing with MSAA or DLAA.
-
That's what I did. Managed to get an FE for £949. But then I was upgrading from a 4070.
-
Did it cover setting outside of DCS? It would be useful if you posted the specific recommendations.
-
I have updated the first page to reflect an update of XRFrametools and a newer version of the Spreadsheet.
-
It might be worth checking the open XR layer order. OXRTK and QVFR need to be ordered correctly. You can check this from the QVFR Wiki. https://github.com/mbucchia/Quad-Views-Foveated/wiki/Troubleshooting
-
What changes did it recommend?
-
You don't need open XR toolkit but it can still be useful. I don't really use it much other than fine tuning sharpening and the overlay monitor. Sometimes I adjust contrast and colour.
-
Glad it works. Welcome to VR. Let me know if you need any help with tweaking settings.
-
Start with meta link cable at 72Hz and resolution set with the slider max to the right (about 2800 Mp). You can use Oculus Debug Tool to increase the resolution by x1.2 or QVFR (below). Try setting the bitrate as high as possible. A safe start is about 500 mbps. For sharpening set this to quality. If you use QVFR try the default settings first then try playing with QVFR settings in the config file (or using Quad View companion app). The sweet spot is probably setting the foveated resolution to about 1.3 with 0.35 x 0.35 and peripheral resolution to about 0.4. Set sharpening to about 0.1 - 0.2, otherwise it is too much if sharpening is also enabled in ODT. For DLSS I find that preset K is the best but to completely get rid of ghosting you need to push the resolution up quite high, which is where QVFR helps as you can do this just to the centre region. You might find some issues with 32Gb RAM so I would suggest setting visibility range to Medium, keep terrain shadows off and set the resolution sliders (for trees, objects etc) to the middle. Keep preload radius to about 60000 or less and LOD switch to about 0.6.
-
This is a test I did to compare different CPU loads. It is based on a track flying parallel to Utah beach in the instant action mission for the P-47 free flight on D-Day. Out to sea are a lot of units and, combined with explosions and smoke on the beach, creates an intense situation. However, flying a mile or so inland is much less demanding. Theses are three recordings based on looking looking right towards farmland (blue, T2), left towards the beach (green, T6), or looking straight (purple, T10). Looking towards the farmland (T2) is easy on the system as CPU and GPU load are low. so this has the lowest latencies. Looking straight (T10) is mixed but overall 72 fps is easily maintained. Looking towards Utah beach (T6) creates big problems for the CPU with frequent spikes and very variable render times. Overall, FPS is maintained at 72 fps but micro stutter was prevalent in T6. There was none in T2.
-
Yes it is a good way to go but yes it will also involve Pandora's box. Yes it will but be prepared for some work optimising settings. I don't have experience with AH-64 but I understand that it is a performing hog. I have the F-16 and this runs well I'm VR.