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Everything posted by Biggus
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I've found hosting quite a few missions on my main rig (5800X, 64gb with a 9070XT) to be quite a bit less performant even with the current version of DCS. Once you add things like Tacview, Skyeye, Olympus and a few other bits and pieces, the value of a dedicated box really starts to show itself. My server box is a 3600X with 32gb and it handles it all admirably. If Germany wasn't such a taxing map, I'd be comfortable running a 1600AF.
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I've spent a few hours today unsuccessfully implementing this. I've got CockpitOS HID Manager running, I can see that it's connected to the correct data source and there's a data transfer occurring. I believe that would confirm that the UDP export is happening as intended. My ESP32S3 with the completely unaltered DCS-Anywhere.ino did not appear in the devices table. Changing the VID and PID to match the actual values on the ESP32S3 in the sketch and in the settings.ini file likewise produced nothing on the devices table. CDC on boot, USB DFU on boot, JTAG adapter, and USB firmware MSC are all disabled, upload mode is USB-OTG-CDC(TinyUSB) and USB mode is USB-OTG (TinyUSB). The ESP32 appears on the network as expected with SSID and password. I've tried using my host Windows PC and a Pi 3B I had laying around, both with the same result. They register the source of the stream, the frame count goes up, but no device ever appears. I suspect it's something in the Tiny USB setup, but I'll be damned if I can work it out. Any suggestions?
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You'll like the 9070XT. I came from a 3070 and I love this thing. Optiscaler works really well, although I found that just using the Adrenalin stuff was pretty nice too. The Adrenalin frame generation is pretty fantastic, I'd never have expected to even consider it something I'd like but it made the game incredibly smooth. I have turned all the Adrenalin stuff off for now as I'm testing the current version of OptiFG and I'm pretty happy with that so far.
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Seems to be working well for me. I'm only really using the Standards though. The rest of the weapons I haven't really played with too much. WP seems to be working, so there's a mix of red and white smoke at the impact sites.
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My tracks are too long to share, but in MP with a cold and dark spawn I'm still seeing it every sortie.
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I can't help you with the sketch but you should be aware that the source you used for DCS BIOS has been dead for years at this point and you should be using the DCS-Skunkworks fork which can be found here: https://github.com/DCS-Skunkworks/dcs-bios You'll need to remove all your current DCS BIOS stuff including that library and then install the new stuff.
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I hope one day to see an update to FSR.
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Seconding that it's absolutely not a VRAM limitation issue. Was a problem for me at 8GB, has been a problem for me at 16GB. It's been an issue reported by people with 4090s in the past. It's also somewhat infuriating that it isn't consistent. With my 3070, I'd get it more often than I do with the 9070XT. It's now on roughly 30% of the instant actions I load into, vs about 80% prior to the upgrade. Sometimes people get lucky with masking the issue by dropping clutter, forest details and textures, but it's definitely not a normal performance issue due to limited VRAM and is absolutely a bug. It's a pity because it's a lovely map otherwise, I just haven't been able to use the damn thing in what, two years?
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Not using VR. Every one of those performance settings checked and tested multiple times in different combinations.
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I will add my hardware to my last post, although based upon seeing users with 4090s experiencing the same thing, I'm doubtful that it's a GPU issue.
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Here's a quick demo with my current setup. FPS limiter set to 65fps, but the effect is still the same. Behavior is identical with all modules. I'm using some mods in this track to change the trees from high to low and I'm also using reduced texture sizes and don't really have the patience to return to a completely stock install for this test, because the result is the same. SA_frame_drop.trk Edit: My rig is a 5800X on a B450M PRO VDH Max board with 64GB at 3600, a 9070XT and DCS is installed on an M.2 drive. The issue also existed with a 3070. Current texture mods include resizing everything above 4096x4096 and replacing the high trees with low tree models. These mods do not seem to mitigate it. If I find time, or end up being sufficiently annoyed by this bug enough to make time when I can, I'll return to a standard setup and post more videos and tracks, but it feels utterly pointless because I suspect that it's something that only hits a tiny percentage of the user base.
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It was still happening for me in the last patch. I haven't tested since then, I'll try and grab a track soon. I don't believe it's very widespread at all and would be surprised if it could be replicated given that people reporting it used a pretty wide range of hardware.
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Probably not terribly useful information if it's fixed internally, but I'm getting it on cold start missions too. Scared the heck out of me the first time.
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Sounds like a problem with your STM32 to me if it's doing it even without being on a PCB.
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DCS Optimized Textures Powershell Script
Biggus replied to zbysiek's topic in How To Mod for DCS World
I don't think it's a specific file or texture as it will compress everything with the original parameters. I'll see if I can find a specific parameter that is triggering the error though. -
DCS Optimized Textures Powershell Script
Biggus replied to zbysiek's topic in How To Mod for DCS World
Thank you for getting back to me. After checking with a script comparison tool, the only differences I can see are the ones that are cut and paste from the original one to the modified one you shared a couple of pages ago and the CHANGE-ME value to 2048. The lines change because the lines are changed in your example I quoted yesterday. I'm quite stumped. -
DCS Optimized Textures Powershell Script
Biggus replied to zbysiek's topic in How To Mod for DCS World
After having used the original script for awhile, I've been really happy with it. I was hoping to exclude the terrains and cockpits using this set of parameters but I've been getting an error when I attempt to use what's in the quote above. Any idea of how to fix it? dcs-texture-optimizer.ps1 -
Just adding because I'm seeing some odd behavior when enabling AFMF and Super Resolution in the AMD software. It takes a big hit in frames from 900ft down, just like the 3070 did. Running vanilla MSAAx4, there's a tiny drop but it's barely noticeable. I'll experiment with Optiscaler too over the next few days just for the hell of it.
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The work looks absolutely stunning. That said, long nose liveries on short nose Phantoms are an affront to all that is holy. I'm not going to look in this thread again until we get a proper Naval Phantom, but I do want to encourage you to keep making excellent skins.
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Just in the SA map? I tended to get that on every map with the old GPU. I haven't tested it yet with the new one. My coping strategy was to make sure I did a proper case 1 so I'd be close enough to the boat to load the textures so I wouldn't get the stutter during the actual recovery. I also found a script that changed all the ridiculously large textures to smaller ones so I wasn't getting a big VRAM overflow in situations like that. I've had a few more flights on the SA map now and I've turned a few things up like forest and scenery details, clutter, some of the shadow options. I probably see the same number of fps cut off on average, but it's not anywhere near as noticeable at 120fps as it is at 60fps. I still don't think it's necessarily a hardware issue given there are 4090 users that have reported suffering from it, but I think there might be combinations of hardware, drivers, background processes and the like that might be the killer here. I might have just been very lucky.
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So I've just installed a 9070XT after having a 3070 since release. I'll need to test more, but just in the first Phantom free flight mission, I took her down to below the stutter threshold. I immediately saw the frames take a nose dive. 50fps, which is probably about 5fps more than the old GPU at that point. Just as I was beginning to curse my luck, the framerate increased. I assume that it had a few moments where it needed to build some shaders and then I was back to ~120fps. Will see how it plays out over the next few days. I've had posts in this thread before when I thought I'd found a fix and it turned out to be a false hope.
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Earlier Fishbeds and Floggers, more Fitters, some Flagons and Fiddlers, some Badgers and a Blinder or two would be great additions. Some support assets would be nice too. A-3s in tanker and jammer variants, some EC-121s and Grumman's Tracer and Tracker would be lovely. And in between adding aircraft, it'd be nice to see an SA-7 and a Redeye too.