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zaelu

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Everything posted by zaelu

  1. No rather this modules which is basically a gear simulator is just compensating lack of substance with a masochistic point of view at FM. I can fly all the props in DCS with every assist turned off from day one. With this so called module never ever been able to take off. True after 5 attempts I lost interest. Money thrown to window. This module is part of the triad that put me off vis-à-vis de DCS FM. Before these I had the impression DCS FM is some sort of magic connection with reality... after these... the veil had been removed.
  2. Wasn't it already introduced some sort of grass fields in DCS World by ED some time ago? Like 1-2 years? I can't find them anymore in Static objects. Were they removed?
  3. This is what I am trying to say. It's better looking and better FPS for me. I know what intuition says but I tried and I was surprised by it. So maybe others test it and see if is a Mirage what I am seeing.
  4. Yes as speed-of-heat says they are not the same but I am talking about a different combo that works only for Oculus owners. I am talking about mixing the SS in in Oculus Tray Tool (a very known tool that lets you control a bit better Oculus tweaks) and the in game Pixel Density (PD). Sounds like the one in Steam VR but no... I am not talking about Steam VR PD. lease try if you can. I am very curious of results on other systems. I recommend to start with 1.2x SS in OTT and mix in whatever PD you like in game... also above 1.2 I would recommend.
  5. I tried, I observed that the hills behind Sochi-Adler airport are pretty empty on High when normally on Extreme they are very "forestrated" . Also some shadows don't work unless on extreme so I decided to pay the FPS pice just to have the world a little more believable. I also tested other combinations of SS and PD and 1.1 SS in OTT with even 1.6PD in game although gives better performance than simply 1.5 SS is still producing a too small picture for RiftS screen so jaggies appear. But I think for Rift CV1 might be the sweet spot. 1.1xSS with anything above 1.2x in PD and will provide good FPS. So for me I settled with 1.2x SS in OTT and then after much up and down I returned to 1.3xPD. 1.2PD Still is good and provides good FPS but is a little bit under 1.3PD in quality. For me is the other way around. Anything I am forced to play in SteamVR is worse than Oculus because it just another step added that will slow things down. For IL-2 for example I use Open Composite to switch the game to Oculus. Also in Oculus using Oculus Tray Tool is almost mandatory to be able to squeeze everything out. Oculus Home disabled, ASW disabled and constantly checked because sometimes it fails to enforce it OFF.
  6. Yes... I mentioned also about the partial fix few post before... sorry for not being too rigurous in my exprimation, I am a cleaner not a lawyer. :)
  7. Thanks for the answer. :thumbup: A solution that could be used "out of the box" by any player disregarding his IT skills would be even cooler! :)
  8. It fixed "by itself" for me after the patch and the changed mod pack. I don't use anymore the mod from the link on that youtube, I use the one in the first post here (the most updated) and I had replaced the water.fx file from mod with the original modified on those 3 lines to repair the transparency of water in shallow waters. If you are searching for a IC compatible pack you may try to remove the offending files from this mod and disable not necesary functions from the config file inside the mod _HMD.hsl I use the following settings: // optimisations: change 1 to 0 to disable #define ENABLE_HMD_MASK 1 // Enable hidden area masking for HMD (adjust MASKSIZE to fit your headset) #define ENABLE_SIMPLE_SHADOWS 0 // Use less samples in shadow mapping #define ENABLE_SIMPLE_GRASS 0 // Simplified grass #define ENABLE_SIMPLE_CANOPY 1 // Simplified canopy glass #define ENABLE_SIMPLE_HG 1 // Simplified histogram calculation #define ENABLE_NO_BLOOM 0 // Disable bloom & color grading // improvements #define ENABLE_DITHERING 0 // Use dithering in HDR tonemap to reduce banding, may cause moire artifacts at edges of lenses #define ENABLE_DIFFUSE_SS 4 // Albedo texture supersampling. 0=off, 1=2x, 2=4x, 3=6x, 4=8x #define NVG_GAIN_ADJUSTS_POSITION 0 // with this enabled the NVG gain control instead adjusts the vertical position allowing in-game adjustment with fixed gain (NVG_VERTICAL_OFFSET is ignored) // other settings #define MASKSIZE 0.620 // change this to adjust the size of the mask, 0.525 seems to be ok for the Vive, 0.600 should be ok for the rift cv1 #define MSAA_MASKSIZE 0.4 // Mask size used for MSAA - area outside this circle will not have MSAA applied on it #define NVG_SIZE 4.0 // size of the NVG scope (larger value = smaller scope) #define NVG_VERTICAL_OFFSET 0.07 // vertical position of the NVG scope, for allowing to "look under" the goggles at instruments #define NVG_NOISE_STR 0.075 // NVG noise strength #define NVG_HOTPIXEL_THRESHOLD 0.99982 // NVG noise threshold for "hot" pixels Ingame settings are attached. Also I made last night the discovery that a combination of SuperSampling (SS) in Oculus Tray Tool (OTT) and Pixel Density (PD) ingame gives best results! This was a big one! All started with the idea of testing how PD ingame compares with SS in OTT and I noticed that PD ingame improves greatly the FPS even on maximum 2.5x having more FPS than 1.5x SS in OTT but the image was having some aliasing which could be explained only by low resolution or resizing artefact. And a quick check on screenshots resolution confirmed that the image resulted by using PD in game was in fact smaller. However the big increase in FPS could not be explained only by this smaller resolution so I had the idea of testing a combination of settings. I wanted a 1.5x factor of SS so I put my SS in OTT to 1.2 and set PD ingame to 1.3. It's close to 1.5 the result (1.56x) and 1.3PD gave a "bias" towards FPS rather than 1.3 in OTT which would be a bias in "quality". And lo' and behold... it worked. I think when using any SS in OTT the image automatically enlarges to a 4K corespondent and then using PD ingame creates a better supersampling result FPS wise. But also the clarity of text was increased. Now all could be related also to rig/settings etc but I tested in the worst offender which is the Harrier cockpit which with 1.5 SS in OTT gave me a cockpit impossible to read the MFDs text or gauges. And now I could read the MFDs. Also I did a lot of testing in F14 cockpit and by now I know how the gauges look, my biggest sign is the radar altimeter and with this combo settings the readability was improved a lot better than using "1024 on every frame" setting! I actually reverted before to "512" because I couldn't see improvement in quality/readability with "1024 in every frame". A big setting is using 4x MSAA! This is a must for me it seems. 2X or off creates too many jaggies but... ymmw. Maybe others can test this combo settings of PD and SS. I am curious how it works on other machines. The third screenshot exemplifies the FPS and quality in F14 in a standard test. A mission where I spawn parked on stennis in the middle of a flotila of 4-5 carriers and 4 other surface ships (sometimes are 4 sometimes are 5 carriers because I have 2 variants of the mission, one with DeGaulle mod one without). Now 30 something FPS might not be much for some but normally without these settings and the Kegetys mod I have 17-20fps.
  9. You don't need. I certainly haven't felt the need... but I wasn't flying near those lakes or shallow inland wide waters. But if you try to understand what happens is obvious that if you put some modified files... not the water FX but you get the water ingame modified... is obvious those files are doing something that combined with the rest of the files of the game give that effect that may not be pleasant. So now you have several options: 1. remove the modified files... put originals back or put other modifications etc 2. edit the modified files you added so you fix the problem they create... I certainly don't know how 3. Fix on the other side the effect in a certain measure by adding those 3 lines in the original water.fx file and keep the modified files that give more fps etc. 4. live with the new look for those instances of water and carry on. If it was all for me... I would have chosen 4 but a forum member here with clever mind found this solution which works OK.
  10. Because water depends on other shaders too and they were modified by Kegetys and you need those 3 lines to alleviate the problem... Which is not big but...
  11. How impossible would be to have SRS connecting also to some sort of back end of http://radiomap.eu/ or http://radio.garden/settings and basically when you dial an actual radio frequency and your position ingame is close enough to pick it up... you pick it up. I know most of them are FM but anyway... for the non FM would be quite cool addition ant also a FM dial could be added maybe at some point on SRS as an extra radio. Sorry if it's an useless "request".
  12. I just delete them with Kneeboard builder
  13. A question and I hope it wasn't answered yet somewhere. How can one change the resolution of the image sent by the game to VR... headset (probably first to VR software like oculus etc but for simplicity...) What I mean by that is: If I set PD in game to 1.0 and use OTT for 1.5x SS then the one eye image has a resolution of around 1980x2120 (per eye). Usually a bit under 1980... like 1979 or 1978. I can see this by looking at the screenshots. This means the image is super sampled to 4k resolution from 2.5K by a factor of 1.5 as expected. IE RiftS has 2560x1440 (2.5k) multiplied by a factor of 1.5 goes to 3840x2160 (4k). The fact that the image is not 1980x2160 is another problem as that image smaller and disproportionate gets enlarged on RiftS screen with bad results for clarity/pixelation. The big issue is that the game supersamples the image by the 2.5x maximum factor of PD and then shows the final sized (I think) image at 1648x1776 that gets skewed on the RiftS screen somehow and that image resolution has nothing to do with the RiftS screen resolution. I think the resolution doesn't change if you adjust the multipliers so I guess the supersampling takes places before that. My problem is the resolutions are not perfectly matching the RiftS screen resolution and as you probably know LCD panels display best the native resolution and any picture that is resized to fit them get distortions and pixelation and loose sharpness. How could I comand to DCS World a fix output resolution?
  14. Another thing is to use OTT instead of the game PD settings. Still searching for a option to set the VR window output resolution on the forums but the game creates a smaller window which ads to the shimmering effect.
  15. Ah. Thanks. Hopefully it will be ready before another EA...
  16. If I understand correctly this is something was worked on a time ago? Isn't it?
  17. It works but is rendered behind DCS. Activate one hud mode by the drop down list in OTT first page (last option) and go back in game... if you don't have a super fast PC or especially if you have DCS World on a HDD you can see the HUD by switching with F11 the airbase views. While the game loads it freezes and moving the head around will cause the VR view to display the black void outside the world. There in the middle of the screen you will see the HUD from OTT working. I check in this way if ASW is truly Off... Sometimes is not... The keyboard shortcuts to turn off ASW works but the ones to show or hide a HUD mode don't... not sure why. Only manually turn it on/off via that drop down menu.
  18. Yes. Those. They were posted above here: https://forums.eagle.ru/showthread.php?p=4305361#post4305361 and I thought you were aware of them. I guess the archive there contains a ready fixed original version of the file, I haven't checked.
  19. Using this mod you need a water.fx file moded but by you from a copy of the original file in DCS World folder. What you add... those 3 lines posted above need to be added on a virgin original file not the one in Kegetys mod.
  20. No, apparently moves everything to metashaders2 from user folder. Or At least I think this is what it does. - I fixed the water with the abovely posted fix, works, but the effect that is applied to make the water be more refractive and thus less transparent seems to use a low rez map as you can almost distinguish the squares of blur that creates this effect. Anyway... better. Secondly I tested a today with OTT SS set to 1.0 (basically none) and the ingame PD set to higher... and higher. What I observed are this. 2.5x is maximum and is... the best :D I have better FPS than 1.4 in OTT and look almost the same. I also use 1024 on all frames now. But! I think when you set ingame the PD the game window which normally (ie when I use OTT to supersample to 1.4 etc) fills up the whole screen (I have a 4K monitor in native resolution) the window (you know the rectangular portret VR one now) is visible smaller than the height of the screen... not hugelly but I would say now covers just 95% of the screen. So the game looks a biiiit more pixelated... not a lot but is kinda visible after a lot of tests. I think the normal OTT window is bigger still and downsized to fit the screen... and maybe this is where some pixelation comes even in that mode... but the PD ingame mode... the rendered screen looks smaller albeit supersampled more but since is smaller on rift screen... get pixelated more. OK, I can now confirm for sure. First picture (1979x2120) is with 1.4 in OTT. Second (1648x1776) with 2.5 in game PD L.E> I am still thinking a bit but it seems there is a problem with the rendered resolution for VR. How does the game knows which headset you have? It seems it's oblivious to it... so that's why it has this awkward resolution as output when it's fully in charge... 1648x1776per eye tis is like it's starting from 1320x740... or 1280x720? This is bad... And 1979x2120 instead of 1980x2160... bad also... when is shrunk to fit artefacts of resizing appear. Still the worse is what DCS does I think.
  21. Fain! You are so oldstyle with that X45 :) btw, Are you ok mate with this corona rahan?
  22. Ok, I can confirm that I also have that too transparent water "bug" without fixing the Water.fx but just deleting the moded file. I need to "fix" it. Also I tested now with 1024 on every frame and I would say.... ads a liiiiilte bit of readability in cockpit.... I would say very little but visible. I checked by looking at the radio altimeter in F14 (straight to it from normal zoom, that means NOT zoomed in). Also I disabled SS in OTT and just went to 1.5 PD in game and performance looks better at same multiplier. Are they on parity the ingame and OTT, meaning 1.5x in OTT is the same with 1.5 PD in game? (I am not using steamVR) Attached are the water without fix. I think I just played in areas with just small rivers that look OK see second screenshot where the river starts from lake/wide part it looks OK. And third picture is the weird effect I tried to avoid by deleting the water.fx.
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