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Everything posted by gonvise
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Dynamic Foveated Rendering - Everything in one page
gonvise replied to mbucchia's topic in Virtual Reality
The same. Depending on where you look and the conditions, it is more or less noticeable, sometimes even not noticeable, but definitely much more noticeable with the new patch (fog). It is what it is. -
Hunting for the stutter-free VR experience.
gonvise replied to Panzerlang's topic in Virtual Reality
Also, disable Hardware Accelerated GPU Scheduling in Windows settings. It increases input latency and stutter, especially on mid to high end systems when using VR. For me it has been a substantial change in terms of stuttering. -
Update the DLSS preset used by DCS to remove ghosting
gonvise replied to sleighzy's topic in General Bugs
I am with the last DLSS version and I establish the sharpening via DCS menu (0.7)... In principle it still works from here and I don't see why to put it through the nvcp. -
Hunting for the stutter-free VR experience.
gonvise replied to Panzerlang's topic in Virtual Reality
Is pagefile needed with 64GB of RAM and SSD? what size? -
Hunting for the stutter-free VR experience.
gonvise replied to Panzerlang's topic in Virtual Reality
Is pagefile needed with 64GB of RAM and SSD? -
Hunting for the stutter-free VR experience.
gonvise replied to Panzerlang's topic in Virtual Reality
Hello, very interesting post. Quest pro here. For me, Quad views FR generates much more stutters than Openxr Toolkit FR. Maybe, as they say, Quad views achieves better pure performance, but at the cost of slightly less performance the Tool kit is much more stutter-free (always, for me). On the other hand, I use ASW at 45 and, until the last patch (fog), putting 50 in the FPS limiter gave me a super fluid experience, but since the new patch we are back to micro stutters when rotating the view. I know perfectly well that the generated FPS are well above 45, since if I disable ASW I have between 60-80 in any situation with my current configuration, which even having a 4090 and a 7800x3d is quite normal since, like you, what I am looking for is fluidity of movement in the VR view. -
The first thing I noticed is that the halo of the limits that after the last update (fog) in toolkit foveated rendering is much more visible, is no longer so noticeable with this mod (practically not perceptible). Why this happens, I don't know, but is good. The bloom is always active, whether we activate or not the bloom option in VR. Can the bloom effect be disabled or its intensity lowered? What are the other light effects that are not supposed to get if lens flare is not activated?
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Are you sure the option for no additional rendering for the mirror is "Use DCS System Resolution"? Shouldn't it just be not checking any option in this section? (Use DCS System Resolution and crop to rectangle unmarked)
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Strange artifacting after todays patch.
gonvise replied to Cade108's topic in Weather System Bugs & Problems
I didn't know about that mod... does it work with the latest patch and is it recommended? -
New SimHaptic for bass shakers works great!
gonvise replied to Peedee's topic in PC Hardware and Related Software
no problem here -
After yesterday's update, has anyone experienced that the halo generated by XR Toolkit Foveated Rendering (Fixed or eye tracking) in the percentages where the resolution changes is much more visible than before?
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Strange artifacting after todays patch.
gonvise replied to Cade108's topic in Weather System Bugs & Problems
Same. -
No 30 min., but perhaps divide one long missions into two, 1.1 cold start and travel to zone, 1.2 attack and RTB. Up to 1 hour seems normal to me, but 2h...
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Although I understand that other users may like this type of campaign, and I appreciate the dedication that Baltic has had in adapting real missions, for me it has been the most boring and maddening campaign I have ever flown. Very, very long missions... I have a job, a family, and spending two hours on a mission seems endless; if ED is ever capable of implementing the mid-mission save, it would be different, but it is what it is. This, together with the bugs, which is true that it is ED's fault, and it is regrettable on their part, but in the end we are the ones who suffer for it, but it would have been nice to have a closer follow-up by Baltic this last days... they will be very busy preparing the Kola campaign... and by the way, the last mission is insane.
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To anyone from Baltic, I fully understand the frustration you must be having right now seeing how changes from ED or other third parties affect your campaign, which I assume was working perfectly at the time of its release. However, I miss some kind of comment from you on this matter. For my part, regarding this campaign, I have managed to more or less get by until mission 13, but possibly many of these I have flown with a couple of patches behind. However, in the current state of the patch, although the last two missions it is true that the AI has not followed me in the taxi, I have ignored them and, after a while, long after I was already in the air, I have seen them leave and arrive at the mission area. Is this the case? I say this more than anything for the rest of the users who are stuck on early missions.
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In mission 11, after bombing the bravo building with the gbu-31, nothing happens, no message of any kind, and my leader does nothing. Should I have let him start first? I also try to bomb his target with the gbu-12, but nothing happens either. I'm almost certain I've hit the right building, since I've paused, zoomed, etc. Track: https://we.tl/t-thB38q1iEa
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Hello, In this topic It was said that the mask is attached to the head model and once you're in a first person perspective, the head is removed entirely to avoid it being in the way. Well, for me It's been a great addition to believe that you are there in VR... but I can't stop thinking (and dreaming) about the implementation of the same case in the F4 or F15, showing in these cases the movement of the oxygen mask tube. Considering that said mask and movement are there in F16, but they disappear in VR in the normal head movement area, appearing only if we force said movement to any side... What .lua files could be modified to "play" with these values?
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Help getting highest INS accuracy for pre-planned popups
gonvise replied to Nealius's topic in DCS: F-16C Viper
Thanks, you explained it perfectly. I'm flying the Gamblers pay campaign and it's frustrating that, after an hour of mission, and at this point of F16's development, a jdam fails by several meters, as if not to call it a "bug". Drift? Ok, for someone who started flying Chuck's Yeagers Air Combat it's crazy to be able to fly a simulator in which an aspect like drift is taken into account, and for that and for everything I thank you ED, but @BIGNEWY please, value the criticality of this in its fair measure and fix it as soon as possible. -
Help getting highest INS accuracy for pre-planned popups
gonvise replied to Nealius's topic in DCS: F-16C Viper
@BIGNEWY, can you confirm if this bug is being looked into or if there is some workaround for it? Thanks. -
Help getting highest INS accuracy for pre-planned popups
gonvise replied to Nealius's topic in DCS: F-16C Viper
It's probably my fault, but in missions where the GBU-38 is used and the objectives have coordinates, such as missions 6 or 7, once these are entered into a WP during the trip to the area, when arriving and checking the objective with the TGP the coordinates are not above the objective, but a few meters off. Is there currently a bug regarding this or am I doing something wrong? -
Try meta quest pro x1.5 and QVFR x1... For me is the best.
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1. Try disabling turbo mode in QV. The same thing happened to me and by deactivating it it worked again. or 2. Try VRS Foveated Rendering (OpenXR Toolkit). It still works better for me than QVFR and it doesn't matter whether you activate the options within DCS or not. null