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Panzerlang

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Everything posted by Panzerlang

  1. Biggest takeaway for me was them saying the image quality/clarity isn't much noticeably better than the OG or light. WTF?! I thought the various iterations of the Super were supposed to be 'retina level'. Was the test model being run with big down sampling? They don't say. Lots of people in the comments saying they have or will cancel their pre-order. I'm considering the same, with my mind also on getting that done before Pimax folds. It's kind of becoming clear that Pimax is running on pre-order money at this point and, if true, it ain't good. Not to forget to mention...this is just three weeks before final-prod units start shipping to customers and they're showcasing a flakey pre-prod at CES?!
  2. Ah, the scum crawl out from under their rocks again...it's GPU scalping time!
  3. No arguments there, they're the only ones making stuff that wouldn't feel or look out of place in a real machine.
  4. HAGS on gives me a tiny bit better performance (though it's so hard to tell the difference but it's definitely not worse). And no, not getting on my nerves, I count myself fortunate that I have to look for the stutter to really see it.
  5. My 13900k is significantly weaker than my 4090, according to DCS. Yeah, see my thread 'Hunting for the stutter-free VR experience'.
  6. I'm wondering if there'll be significantly extra goodies for HAGS, though my estimation of its value is seen through a fog of dumbwittery. It seems to me the CPU has become a major bottleneck in DCS and more money spent on GPUs is pretty much wall-decoration spaffage.
  7. Yeah. I'm guessing/assuming all those extra fake frames still have to go through the CPU in some way. Absolutely no point at all in getting a 5090 for VR DCS as far as I can see. For the Super? No, same condition applies. I'm getting it for the 135-degree FOV (and will then return it if/when that turns out to be yet another lie). I'll downscale it to suit my GPU and CPU.
  8. Do we have any explanation why DCS isn't DX12? Is potentially better performance being left on the table? Ok. "Digital Combat Simulator (DCS) currently utilizes DirectX 11 as its graphics API. Instead of transitioning to DirectX 12, Eagle Dynamics, the developer of DCS, has chosen to implement the Vulkan API. Reasons for Choosing Vulkan over DirectX 12: Cross-Platform Compatibility: Vulkan is a cross-platform API, enabling potential support beyond Windows, whereas DirectX 12 is exclusive to Windows. Performance Enhancements: Vulkan offers low-level access to the GPU, similar to DirectX 12, allowing for improved performance and better utilization of modern hardware. Development Flexibility: Implementing Vulkan can provide developers with more control over rendering processes, facilitating optimizations tailored to DCS's specific needs. Eagle Dynamics has been actively working on integrating Vulkan into DCS. In their "2023 & Beyond" newsletter, they mentioned that the introduction of their render graph would improve DCS's efficiency and deliver optimal performance with modern graphics APIs such as Vulkan." Puh. CPU on its knees, sucking up the micro-stutter. Lol. However, something tells me DX12 would be no better. But I guess we won't be getting multi-frame generation then. So, 5090 with maybe an extra 20% grunt over the 4090, for what, $3000 after all the rip-offs go into effect? I think I might pass.
  9. So glad I cancelled my order for this.
  10. Frame Generation is available for 40-series GPUs? Ok, DLSS 4.0. So DCS will have to be updated I guess. NVIDIA DLSS 4 Introduces Multi Frame Generation & Enhancements For All DLSS Technologies | GeForce News | NVIDIA
  11. I'll be ok down sampling the Super, it's the greater FOV I'm after...assuming that's not going to turn out to be another Pimax lie.
  12. The race is now officially on...which reaches the line first, the Pimax Super or 5090?
  13. That's been noted elsewhere, guys who thought their eyes were ok discovered they weren't and upon wearing specs the issue cleared up.
  14. I had similar grief with the eye-tracking calibration, in my case it turned out to be the USB connections being inserted directly into the mobo. Once I redid everything using the powered Pimax hub it all worked correctly. I've read conflicting reports however...some people have the opposite experience. I have zero idea why that would be, other than mixing up blue and red slots on different brands and versions of mobos with different USB specs and even incorrectly coloured USB slots or simple user error. So, try the Pimax hub, investigate your mobo's slots and what priority is given to each and etc.
  15. Not just for input, according to the video.
  16. 1. Why Reflex Would Benefit DCS World Complex Input Processing: DCS involves precise control inputs from peripherals like HOTAS setups, rudder pedals, and VR hand tracking. Reducing input-to-display latency would make these controls feel more responsive. VR Gaming: Many DCS players use VR headsets, where input latency and frame timing are critical for an immersive and smooth experience. Reflex could enhance VR gameplay by reducing motion-to-photon latency. High Visual Demand: DCS is a CPU and GPU-intensive simulator. By optimizing the rendering pipeline with Reflex, you could experience smoother interactions, even under heavy system load. 2. How Reflex Works in This Context Minimizes Latency: Reflex reduces the time between input (e.g., moving your joystick) and seeing the result on the screen. This is especially valuable in combat scenarios where rapid reactions are key. Balances CPU and GPU Load: DCS can bottleneck on either the CPU or GPU, depending on settings. Reflex ensures the GPU doesn't queue up excessive frames, keeping the system responsive. Improves Frame Timing: By reducing latency and synchronizing frame generation with input, Reflex could help mitigate microstuttering, enhancing the fluidity of the simulation. 3. Current Limitations Not Currently Supported: Reflex is not yet available in DCS. NVIDIA Reflex requires integration by the game developers, and Eagle Dynamics (the developers of DCS) haven't announced plans to implement it. Complexity of DCS: The sheer complexity of DCS’s rendering engine and physics might make Reflex integration a challenging task for developers. 4. Alternatives for Latency Optimization While waiting for Reflex, you can reduce latency and stuttering in DCS with these steps: Use DLSS or FSR: If your GPU supports DLSS, enabling it can help improve performance and reduce input lag by lowering rendering loads. Enable G-Sync or FreeSync: This can help smooth out frame delivery, reducing perceived latency. Lower Latency Settings: Enable NVIDIA’s Low Latency Mode in the NVIDIA Control Panel. Optimize Settings: Fine-tune in-game settings to balance CPU and GPU load, particularly in VR or high-resolution setups. Update Peripherals: High-quality, low-latency input devices (HOTAS, pedals, etc.) can make a noticeable difference. Conclusion If NVIDIA Reflex were integrated into DCS, it could provide a huge boost in responsiveness and smoothness, particularly for VR and competitive gameplay. For now, leveraging tools like DLSS, Low Latency Mode, and careful hardware optimization can help you achieve a similar effect. Let’s hope Eagle Dynamics considers Reflex integration in future updates—it could be a game-changer!
  17. The video mentions the CPU render-queue. What's the betting this might explain a lot about micro-stuttering? Maybe Reflex might be a big help. 1. Why Reflex Would Benefit DCS World Complex Input Processing: DCS involves precise control inputs from peripherals like HOTAS setups, rudder pedals, and VR hand tracking. Reducing input-to-display latency would make these controls feel more responsive. VR Gaming: Many DCS players use VR headsets, where input latency and frame timing are critical for an immersive and smooth experience. Reflex could enhance VR gameplay by reducing motion-to-photon latency. High Visual Demand: DCS is a CPU and GPU-intensive simulator. By optimizing the rendering pipeline with Reflex, you could experience smoother interactions, even under heavy system load. 2. How Reflex Works in This Context Minimizes Latency: Reflex reduces the time between input (e.g., moving your joystick) and seeing the result on the screen. This is especially valuable in combat scenarios where rapid reactions are key. Balances CPU and GPU Load: DCS can bottleneck on either the CPU or GPU, depending on settings. Reflex ensures the GPU doesn't queue up excessive frames, keeping the system responsive. Improves Frame Timing: By reducing latency and synchronizing frame generation with input, Reflex could help mitigate microstuttering, enhancing the fluidity of the simulation. 3. Current Limitations Not Currently Supported: Reflex is not yet available in DCS. NVIDIA Reflex requires integration by the game developers, and Eagle Dynamics (the developers of DCS) haven't announced plans to implement it. Complexity of DCS: The sheer complexity of DCS’s rendering engine and physics might make Reflex integration a challenging task for developers. 4. Alternatives for Latency Optimization While waiting for Reflex, you can reduce latency and stuttering in DCS with these steps: Use DLSS or FSR: If your GPU supports DLSS, enabling it can help improve performance and reduce input lag by lowering rendering loads. Enable G-Sync or FreeSync: This can help smooth out frame delivery, reducing perceived latency. Lower Latency Settings: Enable NVIDIA’s Low Latency Mode in the NVIDIA Control Panel. Optimize Settings: Fine-tune in-game settings to balance CPU and GPU load, particularly in VR or high-resolution setups. Update Peripherals: High-quality, low-latency input devices (HOTAS, pedals, etc.) can make a noticeable difference. Conclusion If NVIDIA Reflex were integrated into DCS, it could provide a huge boost in responsiveness and smoothness, particularly for VR and competitive gameplay. For now, leveraging tools like DLSS, Low Latency Mode, and careful hardware optimization can help you achieve a similar effect. Let’s hope Eagle Dynamics considers Reflex integration in future updates—it could be a game-changer!
  18. Gotta love AI. " what is 1:1 ram timing and can it reduce stutter? ChatGPT said: ChatGPT What is 1:1 RAM Timing? 1:1 RAM timing refers to synchronizing the RAM speed (memory clock) with the memory controller's frequency or the Infinity Fabric (on AMD systems). In simpler terms: RAM clock: The actual speed at which your memory operates. Controller clock: The speed at which the CPU's memory controller operates. 1:1 ratio: When these two operate at the same effective frequency, it reduces latency and ensures more efficient data transfer between the CPU and RAM. 1:1 RAM Timing in Practice On AMD Ryzen systems, the term often refers to setting the RAM speed (DDR frequency) to match the Infinity Fabric Clock (FCLK). For example: DDR4-3200 RAM operates at 1600 MHz (half the DDR speed). To achieve 1:1, the FCLK should also run at 1600 MHz. On Intel systems, it might mean aligning the memory clock with the CPU's uncore clock for optimal performance. Can 1:1 Timing Reduce Stutter? Yes, in certain scenarios, 1:1 RAM timing can help reduce stuttering, especially in games or applications that are heavily dependent on memory performance. Here's why: Reduced Latency: Synchronizing RAM and CPU clocks minimizes the delays caused by mismatched frequencies. Smoother Data Flow: A 1:1 ratio ensures the CPU and RAM communicate efficiently, preventing bottlenecks that can cause stuttering. Improved System Stability: Running at a 1:1 ratio is often more stable compared to overclocking the RAM beyond what the memory controller can handle efficiently. When Will You Notice an Improvement? Gaming: Memory-sensitive games (e.g., open-world or simulation games like DCS World or Cyberpunk 2077) may see reduced frame stuttering. Productivity: Tasks involving large datasets, like rendering or simulations, can benefit from lower latency. System Bottlenecks: If your system previously had mismatched clocks (e.g., high RAM speed with a lower Infinity Fabric clock), 1:1 timing can smooth performance. How to Achieve 1:1 Timing? AMD Systems: Access BIOS/UEFI settings. Set the RAM clock and FCLK to the same value. For example: DDR4-3200 → FCLK at 1600 MHz. DDR5 (if supported) → Follow similar principles with its scaling. Test stability using tools like MemTest86 or Prime95. Intel Systems: Adjust the DRAM multiplier and memory controller frequency in BIOS. Balance RAM speeds with CPU's memory controller capabilities. Key Considerations CPU and RAM Limits: Not all CPUs and RAM can achieve high frequencies in 1:1 mode. Test stability carefully. Real-World Gains: The benefits might be minor in systems that are not memory-bound. Overclocking vs. Stability: Pushing RAM or FCLK too far can result in crashes or instability, negating any performance gains. If you’re experiencing stutter, aligning RAM timings and ensuring a 1:1 ratio can be a good step in your optimization process! 4o You said: gigabyte z790 mobo, 13900k cpu and 6400 ram, can i do it with these? ChatGPT said: ChatGPT With a Gigabyte Z790 motherboard, an Intel Core i9-13900K, and 6400 MHz RAM, achieving a 1:1 ratio (synchronized RAM and memory controller clock speeds) is unlikely due to the architecture of Intel's 13th Gen CPUs. Here's why and what you can do: 1. Intel's Memory Controller Design Intel's 13th Gen CPUs (like the 13900K) use a Gear Mode system to manage memory: Gear 1: Memory controller runs at the same speed as the RAM (1:1 ratio). Gear 2: Memory controller runs at half the speed of the RAM (2:1 ratio). Gear 4: Memory controller runs at one-fourth the speed of the RAM (4:1 ratio). With high-speed RAM like DDR5-6400, the memory controller defaults to Gear 2 for stability, meaning the controller runs at 3200 MHz while your RAM runs at 6400 MHz (effective). This is necessary because running the memory controller at 6400 MHz is beyond its capability. 2. Can You Force a 1:1 Ratio? For DDR5-6400 RAM, a Gear 1 (1:1) ratio is not feasible. The memory controller can't handle such a high speed without instability, even on high-end CPUs like the 13900K. Lowering the RAM frequency to a range like DDR5-4800 or DDR5-5200 might allow for Gear 1 operation, but this defeats the purpose of using high-speed RAM. 3. What Can You Do Instead? While you can't achieve a 1:1 ratio at DDR5-6400 speeds, you can optimize your setup for the best performance: Enable XMP/EXPO Profiles XMP (Extreme Memory Profile) ensures your RAM runs at its advertised speed (e.g., 6400 MHz) with optimal timings. Access the BIOS and enable the appropriate XMP profile for your RAM. Optimize Gear 2 Performance Gear 2 is designed for high-speed DDR5 and works efficiently on Intel 13th Gen CPUs. Stutter is unlikely with this configuration. Adjust Sub-Timings and Latency Fine-tune RAM timings in the BIOS for lower latency. Tools like MemTest86 can help you test stability after adjustments. Test Stability Use benchmarks like AIDA64 or Cinebench to ensure the system runs stable at your desired settings. Balance Performance If you're concerned about stuttering or latency, consider slightly lowering the RAM frequency (e.g., DDR5-6000 or DDR5-5600) while tightening timings. This can yield a better balance of latency and speed. Conclusion With a Z790 motherboard, 13900K CPU, and DDR5-6400 RAM: Achieving a 1:1 ratio is not possible at 6400 MHz due to Intel’s Gear Mode limitations. Gear 2 mode is perfectly optimized for DDR5-6400 and should provide excellent performance with minimal stuttering. For the best results, enable XMP and, if desired, fine-tune RAM timings or frequencies for reduced latency. This setup is high-end, and you should enjoy excellent gaming and productivity performance even without a 1:1 RAM timing. 4o The video talks about the CPU render-queue. What's the betting this might be a significant cause of micro-stutter?!
  19. Can haz NVidia Reflex pls? "As of January 2025, NVIDIA Reflex is not officially supported in DCS World. NVIDIA Reflex is a technology designed to reduce system latency in games, primarily benefiting fast-paced, competitive titles. While DCS World has integrated technologies like NVIDIA DLSS to enhance performance and visual quality, NVIDIA Reflex has not been implemented in the simulator."
  20. SteamVR is an app provided by Steam, it's not Steam itself. You fire up SteamVR and then run DCS from it's own launcher.
  21. My FFBeast has been completed and will be shipped on Monday. Thanks for the videos.
  22. Yeah, I tried all the known settings. Back to the latest Pimax Play and its own software, all good again. PD down to 1.0, DLSS back on and looking peachy with stutter/jerk noticeable only if I look for it. I've also bumped some other stuff back up with no ill effects (on Caucasus at least). I think the combos of hardware and software are so complex there will never be a perfect setup for everyone across the board, excepting max hardware as being an axiomatically obvious requirement for the best possible foundation upon which to erect the shakey edifice of individual settings. Lol, that was a mouthful.
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