

TZeer
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My guess is that it will disengage every time you exceed the limit it needs to be below to actually engage. Or if you move out of the position where you engaged the "Position Hold" mode, as the systems "thinks" you no longer need "Position Hold" since you are using your cyclic to "override" and move out of the position. What you are trying to do can easily be done with the use of the "Normal Trim" and "Position Hold". Get yourself into the hover position, trim out your controls so you can somewhat get below the limit. Activate the "Position Hold". Let the chopper settle in the spot. Then dissengage the "Position Hold". When you dissengage the "Position Hold", you can apply small cyclic inputs, as the chopper is already trimmed out and very stable. Have you applied any curves to your cyclic stick? If not, I highly recommend doing so. Specially if you have a standard stick with no extra length. The apache is hyper sensitive if you are running a pure linear characteristic for you cyclic stick. There are some very good videos on youtube for recommended curves for the apache.
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If you try to move around while you have ATT HOLD engaged you are "fighting" the system. If you want to just get somewhat stable you just use Force Trim (Normal Trim), to trim your controls out. Sounds like that was what you did before we got ATT HOLD as an option.
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Issue still persists after patch. Did a quick test tonight with a night mission. Changing between PNVS and TADS as source for my IHADSS nightvision. TADS has a much better smoothnes to it. PNVS has horrible stutter. Makes it impossible to use as it is now. This is in VR.
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Loving the module. Had the hovering down quite good. But after position hold was implemented, it made engaging from behind cover much more enjoyable. Making use of the TSD for positioning. Planing your entry and exit. Plenty to focus on until the FCR gets implemented.
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Don't know how you go about setting up for hover. But what I found to be working quite good for myself is trimming everything as good as I can. Almost stable hover, then engage the "hold mode". I'm usually trimmed out, feet off the pedals and only using small inputs on my cyclic to keep position. At that moment I engage "hold mode". Works perfectly every time.
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OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
TZeer replied to nikoel's topic in Virtual Reality
Where does it say you should use some other D3Dcompiler? All it says is you need to rename or delete it. In other words, you did not follow the instructions. Hope this helps -
OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
TZeer replied to nikoel's topic in Virtual Reality
Tested it before the patch. But as it is now I have no chance to reach such frames. It might work on Nevada. But I think I have to do some digging to find out what is taking up my GPU resources. -
OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
TZeer replied to nikoel's topic in Virtual Reality
Not just me who felt something changed last patch. I was gone at work for 2 weeks, came back and updated. Also did the whole setup again with the latest files. Had buttersmooth performance before I left. With frames locked @ 45 FPS flying in Caucasus. First thing I noticed when I got back after update was stutter again. Did repair/clean etc, still no joy. Repair/clean another time and a completed reinstall of OpenXR with the newest tools. Everything seems to work as it should. But even with MR locked @ 30 FPS in the tool, and 40-50% overhead on my CPU, my 6900XT seems to have issues. Random times it misses target, and if I try to lock MR @ 45 FPS I get missed target all the time in the tool. Frametimes seems to be around 20-22 ms constantly. Any tips? Most settings are high, but MSAA = Off, same with shadows on the ground, and clouds set to standard. -
Don't think there is any issue with the VR tracking. If it had been a problem you should have seen the same issue when using the TADS as your overlay on IHADSS. And the problem is consistent either you are doing a small movement or a large one. It's very easy to replicate as well. Just fire up the bird on a helipad. Activate PNVS, find something that stands out in the PNVS, like a treeline or something. And just move the head up and down. Don't do it in complete darkness as you want to see the treeline/object as a reference. Also adjust the brightness etc, to make it more visible. When you move the head up and down, you should see that the picture from the PNVS "lags" behind. When moving the head up, the overlay from PNVS will "drag/move" above the actual treeline for a brief second before it "snaps" down and comes in "sync" with the actual treeline. Makes using the PNVS a "stutter party" and a real pain to fly at night in VR. The faster you move you head up, higher above the actual treeline you are able to "drag" the PNVS picture before it snaps down.
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I have done some practice mission in Nevada, which is fairly flat. Against SA-13 and 300 systems I have not had much problem getting close to them and in LOS to launch hellfires. Sometimes I get locked if I have to go over lower powerlines. But as long as I stay low, around 20 feet, sometimes less, they have a hard time getting you. My tactic when I train is usually go low when I get the radar warning. As I then have a general idea of what direction they are located, and use the terrain to try and hide. If I see a small hill or mountain I try to position myself into a nice stable hover on the backside. I use the FPV as Wags showed in one of the landing tutorials to guide myself into the right position. After that I go into a stable hover at roughly 20 feet. When you have positioned yourself all trimmed out, it's much easier to sneak yourself higher to peek over the ridge or slip sideways. I also like to stay about 6-7 km away from target. Hellfire has roughly 8 km standoff range, use it. If you have proper range, it's also easier to slip down in cover again without panicking if you are suddenly launched at. As you won't panic and dump to much collective. A lot of youtube videos are showing people hovering at 100 feet or more trying to launch hellfires before they are picked off by some random AA. Or they are sticking their neck out at the top of a hill only to drift past what is supposed to give the cover if they need to pop back down again. I'm not where I want to be when it comes to hovering, but when you start getting the hang for it, it's much easier to move yourself into the positions you want without getting blown out of the sky. Before I got it under some control I tended to get a bit to high unintentionally, followed by a big bang . All systems should be ready when you are coming in. Setting up for hovering behind cover at 20 feet and keeping it stable, while trying to avoid AA is no time to go heads down in the MFD's to configure stuff. PS, I'm still a noob, and it was much easier in Longbow 2
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Locking in toolkit is only in regard to MR isnt it? I have to look at my CPU as well now. Had very smooth frames, until I came within the range of a SAM site. Very small mission in Nevada, just as target practice with the Apache. So either my CPU needs to be dialed in, or there is some issue with how the simulation handles radar sites and the EW systems in the apache. When the radar was destroyed everything was back to normal again. Stutter in my opinion is when I can clearly see the frame is "jumping" or "skipping" along. Regardless of how clear it is. There is no tearing or artifacts, but one can see that frames are "skipping" or "jumping" maybe 2-3 frames, before having a moment of smooth frames again. That is maybe my biggest dealbreaker when it comes to games or simulations. "Ghosting" or "blurred" for me is when I can not see a clear picture/outline of an object. Example a tree or house on my 3-9 line. A little bit like when things are moving to fast to actually focus and get a clear picture. But the motion is smooth. If we had a working MR without artifacts that would have been my go-to as a setting. AS it would have given both a smooth experience AND a clear picture on the 3-9 line. Anyone saying they don't have any stutter with MR off and just letting the frames go up and down at free will, simply is not as sensitive to stutter/inconsistent framerates as some others are. And in some way I envy them
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Only Riva Tuner. MR off in OpenXR, used toolkit for some adjustment on colours. Have only tested with the Apache, so I can't give any opinion on how it looks in a fast mover. Up high I can guess it gives a smooth experience. Down low the ghosting might be a bit much? I don't know.
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Don't think so. I think you can download Riva Tuner as a stand alone, but I got it together with MSI Afterburner. I don't use any of the Afterburner features though. My overclock is done with Radeon Software.
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Finally! My stutters I got with Radeon Chill is gone. I used Riva Tuner instead. Locked it at 45 FPS, and off I went. Yes, I have some slight ghosting/blurred view on my 3-9 line, but the smooth ride skimming 20 Feet over the terrain in the Apache with clear cockpit and no artifacts from MR is well worth it. Also, when in hover the blurred view on the 3-9 line is not an issue, as you are almost stationary and moving very little. So there is no ghosting basically. 60Hz could have given me better clarity overall, but at the cost of visible refresh in the G2 and hardly any spare capacity for the GPU. Very happy right now. Thank you all who have made inputs and suggestions. Does FSR work now? See multiple people running with it. But know from the start that it was bugged.
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Looks like I have to test riva tuner then. I tried limiting the fps in graphics.lua file. But it had no effect. Doesn't the maxFPS commandline have any effect on VR output?
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Only AV I have is the default Microsoft one. And I don't run RGB lighting. Hate it I think it's more with the AMD software then DCS. Did the same test with Radeon Chill Off. No drop in appGPU. As soon as I actiavte the Radeon Chill I get appGPU drops every 8 second or so. So here is a different question then. What am I supposed to get (see) with Open XR? With Radeon Chill deactivated and 70-80 FPS in cockpit (Lowest settings) I have a very noticable microstutter when looking at the ground texture. I guess it's due to out of sync with the refreshrate of the G2. Looking furter away it's no big deal. But down low in the apache it's an absolute no go for me. The sweet thing with the Radeon Chill was that I had the smoothness over the ground I got with MR on, without the MR artifacts. But I got the "blurryness" on my 3-9 line when moving. Wich for me was no big deal. With Radeon Chill off and 70-80 FPS I feel I have like 60-70% amount of stutter, but it's constant. If it's due to the refreshrate, I guess it's only MR on or 60 HZ left to try....
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I do get a "blurry" effect if looking to the 3-9 line. Hard to focus on anything. But the "smoothness" in flight is in my opinion better then OpenXR with MR off. As the inconsistent frames generated by fluctuating FPS is worse on the immersion then a "blurry" view to the 3-9 line when flying. It also gives me the benefit of no MR artifacts. I did some more testing on the appGPU drop. I get the same drop when zoomed in to the ground, keeping my view still. Also the same drop within the menus in DCS. One can not see the stutter on the FPS counter in either DCS or the toolkit. Only numbers I have found to actually tell me "something" is happening is the appGPU drop as it happens.
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@edmuss @TED Checked the overlay. Seems to be running in the area of 9000 on the appGPU when zooming around on freecam with everything at the lowest and MR off. So if that is the same as around 9ms, I easily tip over 11ms if overhead is added. appCPU is only at 3000-5000. I have no overclock on that one right now. And checking Ryzen Master I'm not even close to max frequenzy on stock settings. Found something interesting though. Everytime time I get the stutter, my appGPU falls with about 500 points. Zoom aorund, appGPU in the area of 9500. Same time as stutter, appGPU dips down to 8900-9000, then recover. Every time at 8-10 second interval. appCPU is the same. No dipps.
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Thank you for suggestions. Will do them later today when I have the time. The 35% GPU utilisation is with everything at preset LOW in the graphic settings. On Caucasus with no units of any sort populating the map. If I turn off MR, the FPS goes right to 90 FPS and stays there. Activate MR, with unlocked setting in Toolkit, and I'm only able to get 90 FPS looking straight down or up. With my usual settings, that are quite high. Forrest details at max, All texture at high, etc, but MSAA Off, It fluctuates between 60-75 FPS Makes me belive my install of the Open XR might be borked someway.
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Seems I'm out of ideas now. Repair and clean with Skatezillas app. Complete new save games folder. All graphic options turned to it`s lowest. Disabled OXR Toolkit. Radeon Chill Activated: Stutter Every 8-10 second or so. Radeon Chill Deactivated: Smooth 90 FPS. Activated motion reprojection: FPS was locked to 30 FPS, even though the toolkit was deactivated.... Is the last setting there still active even if the toolkit is deactivated? Reactivated the toolkit, switched to unlocked. FPS steady @ 45 FPS. Only time I touched 90, was looking straight down or up in the sky. Seems I was unable to go higher. GPU was only @ 35% usage. All graphics at it`s lowest. My GPU is an XFX 6900XT Limited Black Edition, OC @ 2650 MHz (Min Freq 2550 MHz). RAM is 3600MHz XMP profiled 32GB If I look away from the stutter I get from Radeon Chill every 8 sec, I have a smoother experience with OpenXR without MR coupled with Radeon Chill, then OpenXR & motion reprojection. It's so so so good. It's frustrating not getting to the bottom of the bloody stutter. If any of you are running with Radeon Chill locked @ 45 FPS. Are you sure you dont have ANY stutter that comes frequently? I'm VERY sensitive to this, so many of you may have not noticed it. Looking straight ahead it's very hard to see. But looking to you 9 or 3 o'clock view, it's very easy to spot. But need to look for 10 seconds. As it's the amount of time on average to get it 2 times. Reason I ask is to see if maybe it's a Radeon driver issue, and maybe not a DCS issue for this specific issue.
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Already done that. Did some more testing. Disbable the OXR Toolkit did not help. Put graphic options to preset LOW in DCS, no difference Tried Nevada map and Caucasus, no difference Switched off Radeon Chill while at LOW graphic option. Had 90 FPS in freecam mode. NO stutter while moving the camera over the area. Atleast I KNOW the computer is able to push smooth frames. It just need to find out what is causing the stutter every 8 second while Radeon Chill is activated. When you guys are talking about clearing the shader, where you do it? From the Radeon software? Or within the DCS folders? I'm also gonna try letting the game populate a new savegame folder. Read somewhere it helped others who had weird stutters.
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Ok, did some testing and have some stutter I need to get rid off. Switched off MR to do some benchmarking. Good results all that jazz. But then I decided to check out this Radeon Chill feature, locking my FPS @ 45 with MR OFF. It was smooth, but the ghosting on trees and buildings was a bit to much in a fast mover. But in the Apache, I was surprised how good it looked. Was some "smearing/ghosting" on trees when looking out to the side. But head on it was quite good. So here comes the kicker. Like a clockwork I get stutters at set intervals. I have had it from before, but I have thought it was due to bad MR (OpenVR) together with the apache's rotorblades. - If I set my camera so I can move it freely (F11), and starts going across the map, every 8th second or so I get it. It's constant, and lasts roughly a second where the picture stutter, but FPS is locked @ 45 FPS. - If I turn of my manual overclock of the GPU it's constant. - If I turn of Radeon Chill I have 60-70 FPS, but still get stutters, but harder to detect due to inconsistent frames. It seems to happen at the same time as my GPU usage drops. Hard to be 100% sure, as monitoring the GPU usage and stutter in the VR set at same time is a challenge AMD 5800X AMD 6900XT (Overclocked, and with only 100MHz difference on min/max freq) 32GB RAM with XMP profile activated M.2 SSD Gen 4 Power Plan is set to High Performance and PCI Express Link State Power Management is set to OFF.
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OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
TZeer replied to nikoel's topic in Virtual Reality
I have this issue in the Apache. Specifically on the mfd, depending on what page I have up. And constantly on the buttons surrounding my mfd's. -
OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
TZeer replied to nikoel's topic in Virtual Reality
Any ETA on this bug fix? I haven't been on the discord in a while. Was able to get rid of some artifacts by removing shadows in the cockpit. But looks kinda boring now specially when you getting used to the eyecandy. -
OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
TZeer replied to nikoel's topic in Virtual Reality
Ok, another small "issue". As I said earlier, I`m very sensitive to FPS changes or stutters. Anyone else has this small "micro jumps" in frames. When looking out to the side, sometimes it looks like the "world" or ground skipps a beat. This is happening regardless if it`s Caucasus or Nevada. High up in an A-10 or down low with the apache. MR at 30, 45 or unlocked does not change anything.