

dcval
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Flight Simulators
DCS
MSFS2020
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Old fashioned Computer Engineer - Programmer
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This aircraft is a joke, a bad one for the price, it seems the FM is as bad as the sounds. And last but not least, it shows really bad perf while in VR. ED Cash machine is the real business flight model of this company.
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VR stuttering - less cores, less stuttering (to a point)
dcval replied to NeinNineNiner's topic in VR Bugs
Yep, I agree with that. I tried some investigation on why you get such an issue with top level GPU like ours (5090/5080). From where it comes ? While in VR, I notice when your fps drop suddenly, it comes from a sync trouble from DCS to the desktop screen (the mirror) : luckily in our case, my screen take a long time when switching from different resolution while using a game in fullscreen, showing a black screen during 3 sec. or more until getting sync with the game and lazily coming up. Fullscreen is a special mode as your game take control on the screen (instead of the OS). I wondered why I got a blackscreen on the desktop, while I used the game intensively ; I had to wake up the OS. using alt-tab to something, and at some point, the OS took control back, then alt-tab back to DCS seems to tell to the Game Engine: hey dude, wake up, and it wake up, then the fps come back. So, i tried to use the minimum res for the DCS mirror, and use it in windowed mode. But the trouble continues, it seems less prone to this but Im not really sure (and yes I tried with or w/o DCS vsync parameter too). So, I think that the Game Engine has some trouble to manage both desktop and VR screens at the same time (mutex/lock/unlock thread or something else trouble), fps drops because the Game Engine cannot update the VR screens and the desktop screen at the same pace. I really dont know how the desktop mirror screen is generated, perhaps it is not up to the game engine, but to the OpenXR api or something, which means that the DCS Game Engine do not use OpenXR efficiently. All these investigations are empirical, so I could be completely wrong with my conclusions, in advance, my bad for this. (EDIT: OS level: sleep/blank screen is set to "NEVER", max perf, Graphics DCS to Perf, one GPU only, no iGPU or optimus). -
VR stuttering - less cores, less stuttering (to a point)
dcval replied to NeinNineNiner's topic in VR Bugs
The threads CPU allocation and the CPU core usage is at the OS level, any OS implement a thread model. So, you can change it at OS level, specifying a "profile" for the process to be executed (specifying how many CPU you want, and what CPU you want), or you can leave the OS decides what to do. Windows as a bad reputation on this. On Windows, unpark the whole package is the first thing to do, because since the eco-sh...t policy, Windows OS parks some CPU in order to consume less power (park = unavailable). Then, you can use "Process Lasso" which allows you to specify the CPU core you want to use, and what CPU. The thread model from the ED game engine seems to need real improvement, the "F10 map" issue show it all. It is better to specify some features for your process at OS level like adding some records on the registry like this one: Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Image File Execution Options\dcs.exe] [HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Image File Execution Options\dcs.exe\PerfOptions] "CpuPriorityClass"=dword:00000003 The registry above tells Window to set the process DCS.exe to the High priority, but Windows does not provide any means to specify which core to use (perf/eff.) like "Process Lasso" does. And you are not guaranty that all threads will inherit this priority. I tried this on oculusClient.exe, and it didn't work. I had to exec a loop batch every 5sec. in order to be sure that all oculusClient instance has the priority at the same level than DCS. From my experiences, setting power plan to perf, screen blank off, cleaning all caches before any DCS session, using "Process Lasso", setting all oculusclient processes instances to high priority has solved my stuttering issues. But sincerely, it works until it will not ... In all cases, you are right, the stuttering issues is a thread problem. I think that DCS has to improve their Game Engine, because since the 2024 version, MSFS is far way better in VR than DCS: fps stability at any level of complexity, no stuttering, easy swap between VR/Desktop. I still use DCS because of their Flight Model which is far the best I ever experienced, the immersion and the details on models is stunning, the sounds are amazing, everything is accurate, but it seems that they reach the point where they have to improve the beast, our VR experience seems downgrading, and it could become a real trouble next years. -
lot of ground units or burning units making DCS VR unplayable
dcval replied to LOW_Hitman's topic in Game Performance Bugs
Thank, but I use preset_j, and I lost fps using preset_k (tried this some times ago with DLSS Swapper). Since my last comment, I tried the last version, and didnt notice any real improvements with either J ok K preset. The fun fact is that MSFS2024 has now better performances than DCS while in VR, and better image quality but for the cockpit, which is clearly better in DCS. But the cockpit in MSFS2024 is now really readable and pretty clean, and you don't have any fps drop or stuttering like in DCS. MSFS2024 now features a very stable engine, a clean and instant switch between desktop and VR, 2 parameter presets (desktop/vr), and fluent fps even with heavy scene and weather. The only thing that makes me using DCS is its incredible Flight Dynamic Model which is far the better I have ever experienced (the UH1 FDM is simply stunning). Hope they will implement Vulkan and improve our VR experience because the case above is definitively an issue (like the F10 map trouble which is still alive). Your signature told us 'Pico 4' ... You really need to read carefully the DCS parameters ! LOD --> LOD Switch Factor (1st picture), Smoke --> Chimney Smoke Density (1st picture). Good luck. -
lot of ground units or burning units making DCS VR unplayable
dcval replied to LOW_Hitman's topic in Game Performance Bugs
So, my configs: NVidia: Note: OpenGL API needs to set a graphic context which defines some eg a color profile, AA sampling and a lot of features that may be or not supported by the GPU driver, and conversely the GPU driver may define something that is not supported at all by the application. So, some NVidia parameters doesnt make any sense for DCS, but which ones is only known by the developers (or perhaps with a reverse engineering ...) DCS / VR Profile Note: the pixel density defines the VR Headset resolution, while the resolution (1st parm in the DCS Panel) defines the DCS window screen. PD = 1.0 => 2160x1200 resolution = 2,592,000 pixels PD = 1.5 => 3240x1800 resolution = 5,832,000 pixels PD = 2.0 => 4320x2400 resolution = 10,368,000 pixels PD = 2.5 => 5400x3000 resolution = 16,200,000 pixels While in VR, I got from 40 to 60fps with heavy scene on a 5080. Some stuttering sometimes, but not really annoying, small and quick. Before any DCS session, I clean all the GL/NVidia/Shader/whatever caches. I rarely/never again encounter fps drop like you describe it, which effectively makes the game unplayable (my 5080 was falling down to 12fps). Remember to adjust the Pixel Density accordingly with your GPU capacity, this parameter is the most important. I dont know how the Pico4 client works, sorry. I didnt try the latest DCS update with DLSS4. Hope it helps, Val. -
lot of ground units or burning units making DCS VR unplayable
dcval replied to LOW_Hitman's topic in Game Performance Bugs
Encountered the same behavior while in VR. I dont remember if it comes with the new release, I fixed it lowering some LOD and put "smoke" to its minimum. You could fix some perf issue following what I wrote here: It seems you use a Pico 4, so the script "setOVRPriority" I provide cannot apply to you. I will try to provide my parameters (nvidia and DCS) so you could be able to set yours as well (Im away from my Windows computer at the moment). Just to know, my 5080 render at least 50 fps while in VR + heavy scene, with a pixel density @1.7-1.8. Pretty sure you could get 40fps with your 4070ti @1.3-1.4 pixel density (I got these fps with a 4070 laptop GPU with a PD @1.2). CU later... EDIT: I didnt install the latest release 2.9.16.10523 , still waiting because they change the DLSS version, dont really know if it provides better perf. or another issues (I tried DLSS4/preset_k swap by myself and got very bad perf. ) It has nothing to do with the GPU, but the way the game engine manages its threads (see the "F10 map" issue), and surely the way DLSS manages new graphic events. I have a 5080 myself and got this issue as well while using 70% of VRAM. -
I'm using a Laptop GPU RTX4070 (50th bench position in notebookcheck), so I'm a bit away from the road to VR, but thanks the way ED manages the openxr layer, I can still get at less ~35fps on my Q3, just enough for playing with some accuracy and very good visuals. Yep, waiting VK and a better market for a fresh new RTX. In all cases, pretty sure I will only play with your scenery the next months.
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Hi, thank you for all of this huge work, just tried it yesterday and starting the UH1 from a ponton in VR is just amazing, the haze and time is perfect, can feel the tropical weather. Saying that, the scene is a bit heavy to load and render so you have to lower the level of your graphic parameters in VR (when they were set on the limit). But its ok. Amazing work.
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Howto: fix your stuttering while in VR (definitively I hope)
dcval replied to dcval's topic in Virtual Reality
I don't like VD, it modifies things w/o your agreement/knowledge, and it requires some money too ... Youre right about OTT, I use it with no profile, and yes, it doesn't work as expected. Stop/start service before a new session do the job for me. But whatever tool you use, parameters are the same. Didn't not get it. Could you explain ? Notice I don't know WIN/OS at all, come from nix world ... Feel free to modify script as you like and publish it here for players. Tkx- 6 replies
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Howto: fix your stuttering while in VR (definitively I hope)
dcval posted a topic in Virtual Reality
Sometimes, you have done everything possible to make your VR session very smooth and effective, but for obscure reasons after say 15mn of enjoying DCS, you suddenly get half of your current fps rate, sometimes worst, and in the better case, you have to wait for a while, in order to see your fps rate coming back ... or not, and have to restart the session. Hey dude, dont give up, you have to rescue some bastards alone in the Paradise Lost. Ok, for those like me that have already read all the literature and tricks to fix their stuttering trouble, I found out a very strange behavior and fixed it. You already have set your DCS/VR parameters the better you could, and: 1. Set Oculus parameters using Oculus Tray Tool - ASW mode if Off (it is MANDATORY !) - Adaptive GPU scaling is Off - OVR Server Priority is HIGH 2. Set Oculus Link parameters using Oculus Tray Tool - Encode Resolution: set as required by the limit of your GPU - Distortion Curvature: Low (according to the limit of your GPU like above) - Encode bitrate: 960 (ie max allowed by your link) - Sharpening: Disabled 3. Clean the D3D/GL/VK/whatever shader cache: => see script #1: cleanDXCache.ps1 4. Optionally use the powerful "NVidia Profile Inspector" and set: - "Enable DLSS-SR Override": 1 - "Override DLSS-SR Preset": 0x0000000B (ie Preset K) So now what to do ? The stuttering could appears because one or more of the 5 Oculus-Client.exe that run your session has a bad priority. Oculus-Client's are a set of 5 programs that run with the Oculus-Server, one at a time. I don't know what are their purposes, but sometimes, one of them is terminated and a new one is started. When I encountered stuttering, I found out that one of the oculus-client use a LOW priority. Using the registry, I tried to tell WIN/OS to set the priority of any instance "oculus-client.exe" to HIGH, but it didn't work for new instances, just when you start a new session. So, I wrote a brute-force script that monitor and set the priority of the oculus-client instances to HIGH, and until now, it really works. I never encounter stuttering anymore. ==> see script #2: setOVRPriority.ps1 Tips and tricks: 1. If you want to set a priority to any instance of a program, edit a file with a .reg extension, and put: Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Image File Execution Options\dcs.exe] [HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Image File Execution Options\dcs.exe\PerfOptions] "CpuPriorityClass"=dword:00000003 2. If you want to launch the scripts attached to this post from the desktop, you have to create a shortcut like: C:\Windows\System32\WindowsPowerShell\v1.0\powershell.exe -ExecutionPolicy Bypass -File "C:\pathToScript\cleanDXCache.ps1" Hope it helps, cleanDXCache.ps1 setOVRPriority.ps1- 6 replies
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It seems there are many version in size and features, so you will never get the same. From ebay UH1 part reseller, you will see it exists many versions. But one could investigate and design from the Manual, according to the 39.84mm (40mm) diameter of the throttle above (which doesnt change in time and version of the UHey), after printing the page below on A4, I got a ratio of ~ 2.0-2.1. So, I edited a mesh into Blender according to the measure I took from the printing, and the measure from Korn ... and made this (see picture below). The manual page we are looking for: Extracting the part we need: And finally the blender mesh from the above: The panel texture fit perfectly without any adjustment. Hope it will help future readers.
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Thank you for your interest. I'm affraid none of this, but perhaps a way to reproduce: any missons involving WW2 aircraft and a P51 from which I was flying. Pictures are clear on what happend. It seems the damage model is not the same as for the player. If you really want to shutdown an AI aircraft, you have to hit the engine, all of the rest has no effect. Another way to interpret the pictures is a gap between what you see and what the damage model really got. But without source code, cannot say more on this. Anyway, the damage model really sucks. Nobody can fly and land an aircraft whith no tail.
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Please improve this. I can't understand how accurate is the Flight Model, the design and this so powerful Game Engine, and how bull<profanity> is the AI Damage Model. These guys can still fly and combat like a charm using magical tricks that is over my knowledge of physics. Thanks. EDIT: 1st has no elevator on both side, 2cd has no tail anymore.