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dax

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  1. After a few tests I can confirm that Textures on High is definitely killing fps. With my usual settings, I get 45fps with all modules, in my Reverb G2. In the Apache, I'm only around 20-25. Simply changing Textures to Medium and I get 45fps in the Apache too. (Intel 11900k, RTX 3080TI, 32Gb Ram) Sent from my SM-G950F using Tapatalk
  2. I don't think it is possible. But even if it is, it would make you really sick... I wouldn't recommend that. Sent from my SM-G950F using Tapatalk
  3. You're definitely not alone. I've been buying and playing DCS modules since the original Blackshark, more than 10 years ago. But now I stopped playing a few months ago. Just tired of spending more time trying to tweak settings to improve VR performance than really enjoying the sim. My last purchase was the Viper, and I will definitely not buy anything else until performance gets significantly better.
  4. Working fine for me, and on a pretty old rig. (6700K @4.6ghz, 1080, 16gb ram, Rift-S, msaa x2, pd 1.3) I keep 40fps most of the time in single player.
  5. Same for me. Just played VR for 1.5h with various F16 instant action and training missions and fps seems to be back at the 2.5.5 level.
  6. Thanks for the detailed comment! I didn't want to write a long story yesterday... ;) But even if track is extrapolated, and whatever the interpolation order, some error will remain. For 1st, 2nd or 3rd order, the speed, acceleration, or rate of change of the acceleration will have to remain constant for the interpolation function to extrapolate position correctly. And the higher the order, the longer parameters have to remain constant. It's very unlikely to happen in a dogfight. That said, as I don't know neither the exact behavior of the radar, nor the implemented one, there may still have an issue in the DCS implementation. That's why I wrote "probably" in my first post. A good test would be to track (but not in STT) a target flying straight at constant speed and check if these big bounces are still there. If yes, there may be indeed an implementation issue.
  7. Yes, in STT mode, the radar beam is focused on a single target and tracks it, in order to get continuous updates. The drawback is that you then become blind to potential other targets.
  8. I noticed the same behavior, and I guess it's probably normal. In RWS mode, the target is not illuminated continuously as in STT mode. Hence the target location is only updated when the antenna beam illuminates it.
  9. Afaik, it's not really released yet. It's a Beta version. Those who prefer a fully functional (almost) bug free version, can wait for the official release version before downloading. Then, those who want to get a taste of it asap, and are ready to accept missing features and bugs, can get it right now. And it's probably the majority of simmers. So ED let us choose what path we prefer. I think it's nice like that. Viper development has been quite fast. I initially didn't expect having so much, so quickly.
  10. Just wondering: is there really any difference, in visual quality and/or performance between setting PD 1.5 in game and SS 1.5 in debug tool?
  11. Besides the fact that there are two scenes to render, as there are two different viewpoints, setting PD to 1.4 increases the total number of pixels by 1.96, not just 1.4, as the oversampling is performed in both vertical and horizontal directions.
  12. Indeed. If it was included, it would for sure have been announced. And I don't see any significant difference.
  13. Nineline just said: "In the move to the 2.5.5 branch, the VR performance for the ED maps, unfortunately, did not transfer over correctly. The team is aware and will be working to move this optimization to 2.5.5 as soon as possible." I guess we'll have to wait a bit more than expected... [emoji6]
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