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audax

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Everything posted by audax

  1. Trimming works with my FFB joystick, but left and right are switched. So when I trim to the left and I see the ingame hat tilting to the left, the aircraft is trimmed to the right. It maybe has something to do with the FFB actually moving the stick when trimming. €dit: Never mind, just saw the other thread about this problem:
  2. I had a DCS server on Linux with wine for a while, but with some missions and especially with tacview it suffered from very bad performance degradation. I've since switched to a Win 10 VM with qemu and it works just fine. It's a bit annoying to take care of that windows installation, but such is life.
  3. So finally we can shoot a whole salvo of rockets and they more or less hit without pitching the helicopter up by a stupid amount? That's great news!
  4. I didn't buy BS3, so I can't test it myself. Is this bug now fixed in the new BS3? Of course I am still patient and don't demand this bug be fixed
  5. If you have public and unrestricted evidence stating how these events did occur, then please PM them to @BIGNEWY.
  6. It always uses the worst radar wave in any scenario so it isn't OP.
  7. I will never doubt ED on their own forums and only assume the best. I am very glad that this thread was not already closed with "correct-as-is"
  8. It's been a while, but I am sure there is a good reason to delay this fix. Still, it would be nice if this issue could be resolved in the next 2 years
  9. Bugreports mit Tracks zu dem Thema gibt seit langer Zeit immer wieder, sie haben aber nicht viel gebracht. BVR in DCS ist seit wenigstens 18 Monaten komplett kaputt. Der Startpost hier hat aber zu einer neuen Welle an Reports geführt, die wiederum haben nun auch kleine spezifische Tracks zu den Problemen. Wenn die Threads jetzt nicht auch wieder mit "correct-as-is" geschlossen werden, dann sind wir mit dem Rant einen großen Schritt nach vorn gekommen. Hier nur mal die aktuellen Threads zu dem Thema. Ergibt ja keinen Sinn das ich nun die Threads der letzten Monate rauskrame
  10. This video is very relevant because "Art of the Kill" is about dogfighting and doesn't talk about BVR at all, just like ED. The stable branch has the same problems, so we are speaking about both. This thread is not about the latest patch, it's about the last 2 years.
  11. Why would this disable SSA for the Huey? Of course SSA will still work with the Huey. However if you don't understand the instructions that Joghurt provided you probably shouldn't attempt this. If you somehow manage to break your SSA installation you can just reinstall.
  12. Prototype implementation with a modified OpenVR.dll: Works pretty great for me.
  13. I only tested it for a short while so far. I had great success with increasing the SteamVR super sampling so that my Vive Pro 2 renders at 3500x3500 with FSR at 0.7. My FPS increased a bit and the image quality is better. I'll need to test with further to find the sweet spot.
  14. Cannot reproduce. Missing track file. Please attach a track file with a recording of you reading the threads that you linked in your post.
  15. AMDs FSR is a vendor agnostic open source technology that works with Intel, Nvidia und AMD GPUs, probably even GPUs from other vendors. It is not tied at all to AMD. AMDs did not however optimize the drivers of Nvidia and Intel for the tech, however the performance is still pretty great with those GPUs. FSR is the tech that you wished for!
  16. The dev of Reshade VR experimented with FSR and injected it into the render pipeline of Fallout 4 VR. It worked pretty great and was apparently not hard to do, even though he didn't have the source code nor the documentation. Here are some comparison screenshots from Fallout 4 VR: https://imgsli.com/NTk1OTA/0/5
  17. I am quite confident that AMD FSR is a better upscaling algorithm than the one in my monitors firmware. Also, I don't think is about the choice between native 4k at 60fps stable or upscaled 4k at 60fps stable, but more like native at 20-30fps versus upscaled at 45-60fps. For VR we have a different problem: We need more pixels for smoother edges, better contrast and better distortion compensation. We can increase super sampling but that is computationally very expensive and produces detail that we can't even see. With a good upscaling algorithm I can send a super big image with clear edges and sharp detail to the headset without dropping down to single digit FPS. Upscaling a resolution of only 2000x2000 per eye to 4k per eye is very much possible and I think at 2000x2000 we already have enough detail to appreciate.
  18. FSR is not a magic performance boost, we can get the same performance today! Instead if upscaling 1080p to 4k with FSR, I can just run the sim an 1080p and let my monitor upscale the image. If only I had thought of that solution earlier
  19. Many campaigns are implementing workarounds for AAR, so I guess it would be nice to have proper workarounds and therefore easy-AAR implemented directly in the core game.
  20. Splitting work between threads and implementing a shader are vastly different tasks with one being a massive endeavour while the other is very much achievable without investing months of work. We won't get rid of CPU bottlenecks anytime soon, but in the meantime we can at least make it look pretty and usable for those with weaker GPUs.
  21. Which places would that be? Not that there are not many improvements to be made, but not many are as simply as just configuring an open source shader that is engine agnostic.
  22. I am honored to have been blessed by your wisdom, oh wise elder. Thanks to your words I did not spent a single penny for the upscaling shader. I was blinded by the independent reviews praising the decent quality of the algorithm and the messages of game developers who are delighted by how easy it is to integrate the new technology into their engines. They know nothing of your prudence, for you are contempt with a flat world and so should everyone else. But seriously: Everytime the hardware improves, DCS performance becomes worse. I may only play DCS since 2009, but that was always the case so far. FSR is interesting for DCS in VR because those high resolution headsets (those with "specs") need the resolution to correct for barrel distortion, but they don't actually need all the detail of the picture. By upscaling the image with a decent edge detection and sharpening/upscaling algorithm we can get a sharper image with better edge to edge clarity without paying the performance cost. It is also very useful for those of us who still use older hardware and can not keep up with the increasing hardware demands of DCS World. Even though you already described my purchasing decisions as poor, I am very happy with them. I bought a Ryzen 5900X and a Radeon RX 6800 XT both at MSRP last year and they really served me well, not only in DCS. The sim runs good enough, but of course I don't achieve stable 90 or even 120fps, so there is room for improvement. Playing in pancake mode is not an option for me anymore, VR is just better.
  23. Oh, 4k, so you run a pretty low resolution then. My VR headset runs at 2 times 3300x3300 and I could easily get 30% more frames without a discernable visual difference if this shader is implemented. Did you even read up on what exactly this upscaling shader does? It's not just simply doubling the pixels and bluring stuff. I can't even throw more money at the performance problem in VR because my machine is pretty much maxed out.
  24. This could be a game changer technology for VR in DCS because super sampling on headsets like the Reverb G2 and Vive Pro 2 is very important but currently almost impossible because it tanks the performance. This should work great with upscaling because the increased image resolution is used the correct barrel distortion and smooth edges, not to add extra texture detail.
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