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eaglecash867

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Everything posted by eaglecash867

  1. The original question that got everything off on this tangent though was related to people suddenly having poor performance in DCS in the Reverb after being away from it for a while. The point being made, at least by me, was that the relationship between supersampling and resolution had changed, and that you could get the equivalent resolution you had before without using as much performance-robbing supersampling. Its that change in the relationship between the numbers that caused performance issues for a lot of people who have been away from it for a while, myself included. I think our misunderstanding just came from a difference in our perspective on the question. I wouldn't even know when the changes took place because I had been away from it for so long.
  2. :doh: Whole lot of unfounded speculation going on in that post...along with a veiled insult to all VR users. Great way to make friends! :megalol:
  3. Not sure about this, but you might be able to download and install the latest version of DCS World and activate the A-10C module using the activation code that came with the disc.
  4. +1 That work that your brain does in the background is the same thing that allows us all to walk without falling over or crashing into walls. Manuevering for a kill shot in a dogfight is far superior in VR because of your brain's instinctual responses to spatial relationships. Evading AAA and SAM fire is also far superior to anything possible with 2D. Now, not only can you acquire the incoming fire MUCH quicker, but you can keep your eyes on it and know exactly where it is in 3 dimensions.
  5. The point is that we no longer need to run SS as high to get the same visual results as what we were getting with higher SS in previous versions. We have the ability to run higher, but many of us don't see the benefit in doing that, depending on what it costs us in performance. This is all subjective, and different people look for different things in their experience. We don't all have to like all the same things that you like, and stuarteaston's post really wasn't that difficult to understand. I don't think anybody here needs the constant lessons in how things "actually work". What matters is that, individually, we are getting results that satisfy our individual needs and some of us are just trying to pass what works for us on to others who are having trouble getting their Reverbs working satisfactorily.
  6. Yup, turning it down to 100% now will get you right around native resolution on the Reverb with the latest updates to SteamVR and SteamVR for WMR. I'm pretty much in the same boat as obious is, since I have been recovering from major abdominal surgery for the past few weeks. Lots of things changed for the better. Because of some of the changes to SteamVR for WMR, the default.vrsettings file got completely replaced, so any changes you had made to it for motion reprojection settings got wiped out. Just have to go in there and edit the file again. Once you do both of those things, it runs really nicely. :D
  7. Just flew both missions with a 100% kill rate. I had to change the loadout on the second one though, you had just 2 Ks loaded for some reason. :smilewink: Tried doing the mark point method first. I made 4 passes, just so I could eyeball each Maverick to see if it hit. 100% kill rate. Then I ran it again using the TGP to designate the left-most target, followed by using quick-draw and the MAV seekers alone. Single pass, 100% kill rate visually verified with a low-level pass. Watched your video in the first post again, and it looks like your targets at C and D weren't locked by the MAV seeker. The MAV had something else nearby locked, because the cross was slightly off-center. I had the same thing caused by the wires, so I just slewed off-target and came back in to get a good lock on the target. The funny thing about the visual pass was that the MAV impact had set the wire on fire at all 4 targets, but the targets were all destroyed as well. The second attack method is usually what I use when attacking in the lower altitude realm. Mark points down there just eat up extra time. I'll use mark points usually when SAM threats in the area force me to higher altitudes (around 16,000 AGL). They just make it easier from those altitudes to make sure I'm on the correct targets.
  8. Just to clarify, have you made selections in the menu to start a mission? I may be reading your post the wrong way, but what you describe sounds like the main menu hangar.
  9. Cool! Thanks for those mission files. :pilotfly:
  10. That makes me wish that somebody would come up with decent hand controllers for WMR headsets. Somebody finding a way to get the Oculus Touch working with WMR would be awesome.
  11. Heh...statements like this remind me of my own in the early 2000s. "Amazon? Yeah...like selling books on line is gonna go anywhere..." :doh:
  12. TMS Aft-Short with the MAV screen as SOI should let you get back to slewing if it has locked something other than your target.
  13. If you post a track so we can go along for the ride, we might be able to determine if the TGP mode matters or not. But, when you get the TGP to automatically lock a target by putting it in POINT mode, and then use the laser for range-finding before setting the markpoint, you'll get a more accurate set of coordinates. The effort you're putting into this is awesome, but we can only see so much detail in the videos. A track that lets us go along with you in that exact scenario might help us see if you're doing something wrong, or if there's something buggy going on.
  14. It took no time at all to see for myself what it does on my rig. Didn't do anything at all for me, so I turned it back off. Not a big deal, dude. :smilewink: Did have a lot of fun in the F-14 going gunzo on the Su-27 while I was testing though. VR has changed dog-fighting from what felt like a futile, pointless thing for me in 2D, to a truly enjoyable experience. Even more so with the resolution of the Reverb.
  15. Ahhh...got it. I misunderstood what the gains were. I tried it last night, and strangely enough, I did notice a negative impact on the amount of ghosting I was seeing. Didn't see any noticeable improvement in clarity on my rig. It was worth a shot though. :D
  16. So, in other words, try it and see what it does. If it doesn't give me a visual improvement, set it back. Got it. So glad I have somebody to tell me these things. :thumbup:
  17. You're not putting your TGP in POINT mode or lasing before setting your mark points? See what happens if you do those things before setting mark points. I'm close to 100% kill rate with the Ds, so there's not a problem with the missiles. That's with hitting armor and vehicles from anywhere between 500 and 16,000 AGL. Could you maybe post a track so we can go along for the ride and see if maybe we can spot what's going on? I also noticed that each of your shots seem to be lofting upward like they should, instead of to the side like what has happened in a few of the previous updates which borked the seeker orientation on the horizontal rails.
  18. You guys all have me wanting to try that low latency setting now. I'm already getting great performance, so maybe I can turn some more eye candy on. :D
  19. Here's a screenshot of the settings page that has the Low Latency Mode setting. https://imageshack.us/i/pmyXchBzj
  20. The frame rate isn't what matters, its how it looks that matters. When I turn Motion Vectoring off, I can get FPS anywhere from the 60s to low 100s, but everything is still smeared, with lots of ghosting and jittering. Turn it back on, the FPS counter drops to a solid 45 FPS, but the image is smooth as glass with only occasional ghosting in high-demand areas. That's why I keep saying to people that they should try shutting the FPS counters off for a little bit and see how things actually look and feel. No point in chasing the FPS counter dragon if things don't look good, and there's no point in getting frustrated with the FPS counter not going up when the actual image you're seeing has very little wrong with it. "Use the force, Luke!" :D I realize that approach is often dismissed as hippy-dippy hocus pocus by some, but give it a try. Its easy to let the FPS counter get you frustrated and then you start focusing on the slightest of faults. Get rid of that distraction and try going with what your eyes are telling you. I run into this kind of thing all the time with training new guys to troubleshoot complex avionics issues. They have a tendency to jump right into a manual for hours without taking the first step, which is to go and actually look at the airplane and see what their eyes and ears are telling them. ;)
  21. That's strange, because the "//" tells SteamVR for WMR to ignore that line.
  22. Exactly. :D You don't need to know how the sausage is made to know whether or not it tastes good.
  23. I have had the opposite experience. Mine works better when set to Motion Vector.
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