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sleighzy

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Everything posted by sleighzy

  1. I couldn't locate what I was looking for on this topic, but you could try raising this in the OpenKneeboard Discord channel.
  2. @michael1982, I don't know if it was you that posted in the OpenKneeboard Discord help channel yesterday (?), but this was the response from Fred on this topic. I've seen a similar response elsewhere but wasn't able to locate it: Try turning off header/footer in advanced settings, not just in the individual VR view settings If that fixes it, same problem as https://github.com/OpenKneeboard/OpenKneeboard/issues/658 If it’s actually specific to VD passthrough, and isn’t fixed by that, then yeah you need VD support
  3. Couple of things of note (although may not resolve this issue) based on that log: 1. You can remove those "--force_enable_VR --force_steam_VR" parameters as they are redundant, and cause warnings in the logs as you aren't using Steam for your OpenXR runtime. 2. Disable "Hot plug" in the controls settings in DCS. This can cause stutters as DCS will be constantly scanning for new USB devices being connected. If you do add another device you can just click the "Scan devices" button in the controls settings to have it picked up 3. You have Tacview installed. I see some long load times around this area (although can't confirm if directly related to Tacview). Remove this for now, it can cause performance issues, you can retest with this off and we can revisit it later as there is a setting that could help if you have to use Tacview. Whilst these may not be directly the cause of the long loading times, you can at attend to those items to at least rule them out....and may help with stutters and other general game performance. The log analyzer also notes the following: * Disable civil traffic * If you have FPS issues, trying turning off Vsync in the graphics settings
  4. Attach your DCS log file for folk to see if anything jumps out. Will be “C:\Users\username\Saved Games\DCS\Logs\dcs.log” or a text document named just “dcs” in the folder if your Windows is hiding file extensions. Take the log after loading the Syria map.
  5. @cobrabase, Which of those drives is DCS installed on? Hopefully not a HDD and is on an SSD.... You can drop your DCS log file here instead if you like.
  6. Yeah that's definitely worth investigating
  7. Which of those drives is DCS installed on? Hopefully not a HDD and is on an SSD.... If I'm reading this correct you also only have 16Gb of RAM. Upgrade to at least 32Gb of RAM. As a bandaid fix for this you can make sure that your Windows page file is on your fastest SSD (preferably NVMe) with at least 10% space left after adding the page file. Set your initial and max values to 32768 for the custom page file, click set, apply, and restart your machine. See the attached screenshot for an example. You can also drop your "C:\Users\username\Saved Games\DCS\Logs\dcs.log" file (if Windows is hiding file extensions then this will just be a text document named "dcs") into the #dcs-log-analyzer channel into the official DCS Discord server which will also provide more feedback around tuning advice for your system. https://discord.gg/dR7U7ZgM
  8. It may be that Windows is crashing/killing this process, hence no DCS crash log... Try running the Windows "dxdiag" tool and saving the report. At the bottom of that file it will show the last 10 crashes that occurred on your machine, including the process (e.g. dcs.exe), and the trace/reason. Might be something in there that jumps out. Might show similar crashes for other processes that you may not have been aware of as well. I've also dropped your original log zip file from your initial posting into the DCS log analyzer which shows the following results in the screenshot. Possibly similar issue for your latest crash as well, e.g. RAM timing issues. Try removing any overclocking / XMP from the RAM and see what happens in case this is still related. If still occurring then try the other items from that list as well.
  9. Quadviews companion is just a third party app for configuring some of the QV settings for the Quad Views api layer. You still have to install the API layer. The tick box in DCS just enables things on the DCS side. The Steam OpenXR runtime and WMR runtime (one of which I'm assuming is what you are using with your G2) does not natively support quad views (only two runtimes do) which is why this API layer is required. You'll know its actually working if you install that API layer, start DCS, and then look at the C:\Users\username\AppData\Local\Quad-Views-Foveated\Quad-Views-Foveated.log file which will show the settings it was using and the pixel savings it's given you.
  10. Awesome! Also this is a post for Quad Views, but looking at your log you don't have the Quad Views Foveated API layer installed either. What headset do you have? You need to install this for QV to work https://github.com/mbucchia/Quad-Views-Foveated
  11. Don't worry about the Openbeta thing, it's perfectly fine. Your directories will still be named Openbeta if you already had it, that's normal. Your problem is that you are running an old version of the ReShade plugin, the one that very first introduced OpenXR support. If you uninstall it it will will fine, it's stopping your OpenXR runtime from starting which means it's failing over to 2D instead. You can install this tool and untick the ReShade box in it so that the ReShade API layer is deactivated instead to test this out. You should however download the latest ReShade version and install that if you have to use ReShade, uninstall the old one completely first though. https://github.com/fredemmott/OpenXR-API-Layers-GUI In case anybody else runs across this comment you can identify it from the logs like so: This line shows that the ReShade OpenXR API layer is installed (which is fine for later versions of ReShade) OpenXR: Name=XR_APILAYER_reshade SpecVersion=1.0.0 LayerVersion=2 Description=crosire's ReShade post-processing injector for 64-bit Then you get this error which is the OpenXR runtime failing to start, due to a file access problem, which means it'll start in 2D instead. OpenXR failure XrResult failure [XR_ERROR_FILE_ACCESS_ERROR] Origin: xrCreateInstance(&createInfo, &instance) Source: Projects\Visualizer\Source\OpenXR\openxr_program.cpp:410 2024-10-06 07:33:31.073 ERROR VISUALIZER (Main): OpenXR exception: XrResult failure [XR_ERROR_FILE_ACCESS_ERROR] This is because older versions of ReShade installed it to a directory it shouldn't, which by default wasn't accessible by OpenXR apps/runtimes to use. Later versions of ReShade changed this directory to make it readable when installed, so they work as expected.
  12. See my earlier comment for some trouble shooting tips on Necksafer. As to whether or not turbo mode should be on or off, start with it off and see how you go. Mbuccia’s updated settings for this have it off and the comment “turbo is an unsafe feature and should not be enabled by default”, the currently released version of the settings still have this on by default.
  13. No disrespect, but can we keep these Meta app config requests and other unrelated conversation around that to a minimum please. I’m wanting to keep this thread on point and not devolve into other topics. Cheers.
  14. Based on feedback in the bug report for this on the DCS Discord the following steps seem to make these work. These are done in VR and the settings modified within the VR screen in the in game config, not the new launcher. 1. Update the controller settings (don’t change anything else) to something you don’t want, save and then restart the game 2. Next update the controllers back to the setting you want, don’t make changes to anything else, save and restart the game. It has been mentioned that in some cases these settings will be lost if you make and save changes later, to be confirmed but I’m sure you’ll find out. For reference go to the DCS Discord https://discord.gg/eagledynamics and it’s this issue https://discord.com/channels/542985647502393346/1291225941246476308
  15. Are “Bloom effect” in the VR settings and “Lens effect” in the System settings enabled or disabled?
  16. What happens when you launch it? What “VR options”? Attach your “C:\Users\username\Saved Games\DCS\Logs\dcs.log” file (may just be named dcs if Windows is hiding your file extensions) for when try to launch DCS.
  17. In the interim, so you can start the game, update the settings and not lose them each you can do the following. Open the "C:\Users\username\Saved Games\DCS\Config\options.lua" file in Notepad++ and change the value for ["launcher"] = true to ["launcher"] = false This'll skip the launcher and just take you directly into the game whenever you start DCS.
  18. With the latest releases of DCS both the bin\DCS.exe and the bin-mt\DCS.exe run the multithreaded version. As DCS could now be running the one in the bin directory (depending on what your shortcuts do) then if you’re using the file based approach you’ll need to copy the dxgi.dll and .ini file to the bin directory as well.
  19. With the latest releases of DCS both the bin\DCS.exe and the bin-mt\DCS.exe run multithreaded. As DCS could now be running the one in the bin directory (depending on what your shortcuts do) you’ll need to copy the dxgi.dll and .ini file to that dir as well.
  20. I raised a post here asking what the Quad Views box does exactly, and if is required for runtimes like Varjo and Pimax. I largely understand what it means for the QVF api layer, but not what impacts this has for the likes of Varjo. Will be interesting to see what feedback (hopefully) we get from ED.
  21. Ok. In DCS are the "Quad Views" and "Eye tracked" boxes ticked or unticked? Presumably ticked for "Quad Views". Firstly, QVF has turbo mode enabled by default, have you made any updates to that configuration? OpenXR Toolkit also has a turbo mode (I can't recall if this is on by default). Recommend you just remove OpenXR Toolkit in general. Secondly, download and install the latest version of https://github.com/fredemmott/OpenXR-API-Layers-GUI , this has been updated to provide a "Fix me" to provide suggestions for the ordering of the OpenKneeboard and NeckSafer API layers. Follow those suggestions. Once you've done that see if NeckSafer is still broken. Try ticking and unticking the "Eye tracked" box in DCS to see if you get different results. Thirdly, you'd responded to somebody that you were also experiencing a flickering? Go through the steps above first and then once those are sorted drop a comment here if you're still seeing the flickering and I'll drop a followup response.
  22. EDIT: To clarify/correct myself. DCS has for a very long time now had quadviews support, ie, the ability to send 4 views when rendering. It is up to the OpenXR runtime to support this, like Pimax has recently. The Quad-Views-Foveated API layer we install (so we can enable quad views in DCS) is so that it can be used with other runtimes that don’t have this support natively, eg. Oculus.
  23. It’s a known problem that’s been around for a long time, and is generally worse for VR given the performance impact. Some workarounds; always zoom back into your plane before getting into the cockpit view, decrease textures in your settings (not an awesome option for this one problem), try alt+tabbing out of the game for a few seconds and then back again (after going back to the cockpit view).
  24. Not quite sure what you mean by that, you mean the Tallymouse QuadViews Companion app? That is just a configuration app for mbucchia's quad views api layer, it doesn't provide any quad views support itself so you still need QVF. If using Quad-Views then not really.
  25. What exactly is it that the "Quad Views" checkbox in DCS does? I believe that DCS has supported quad views foveated rendering for Varjo headsets for some time (as its runtime supports quad views), but for other headsets we'd needed to use the Quad-Views-Foveated api layer to get the same quad views rendering results. The latest PimaxPlay and associated Pimax OpenXR runtime also support this now. My laymans understanding is that Quad-Views-Foveated API layer that a large number of us have installed is somewhat of a "shim" and is informing DCS that it is supporting "XR_VARJO_quad_views" so that DCS will render the frames that way (4 views), and the layer then carries out the necessary steps to compose that to a "stereo" 2 views for the runtimes that don't support it. For those of us using this api layer, without the box ticked the quad views logs say "XR_APILAYER_MBUCCHIA_quad_views_foveated layer will be bypassed" and the quad views rendering is not enabled. With the box ticked, the quad views log shows the normal information that it is being used, e.g. settings and pixel savings. By viewing this api layer within the OpenXR API Layers tool it is not disabling that layer per se, its just not actively doing anything. With the box not ticked does this mean that DCS is ignoring that indication from the api layer (or runtime) that it supports quad views, and is actively telling the layer (or runtime depending on support), that it won't be respecting that it supports this and just renders the normal "stereo" 2 views frames? Hence the Quad Views layer believes it is being bypassed, only receiving 2 views, and passes those onto the headset? Does this mean that this box is still mandatorily needed to be checked for those on the new Pimax OpenXR runtime (with quad views enabled in there) so that the quad views foveated rendering is still active in DCS and it is respecting this and sending the 4 views? Just wanting to clear up any confusion around what this does, and whether or not it is a requirement to be enabled for other runtimes, i.e. Varjo and Pimax which are using quad views. I've dropped in a picture here from Mbucchia around the differences between runtime vs. api layer support for this (ignore the sections re: OpenXR Toolkit as not relevant to this discussion), but wanting to clarify where the DCS Quad Views setting plays into this picture. EDIT: "...this mean that DCS is ignoring that indication from the api layer (or runtime) that it supports quad views, and is actively telling the layer (or runtime depending on support), that it won't be respecting that it supports this..." I've done some further investigation into the api layer and may be a side-effect of something else, v.s. specifically telling the layer/runtime that it's only sending 2 views etc.
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