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recoilfx

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  1. @HippoThe few benchmark missions I always test are F-16 cold start Nevada instant action, and Huey Mariana Island take off instant acton. You can also create a quick mission to fly over densely populated cities like London over Normandy.
  2. DCS running on VD has always been a stutter fest for me, whether it's Oculus runtime, or this VDXR iteration. Does any one know what's up? Everything with Airlink and Link cable works fine with no stutter. Network and everything is running well according to VD's debug dialog - except for game part is reporting on 28ms of lag with yellow text. I have a 5800x3d/4090 system, so it's not from lack of horsepower, and as mentioned before, Airlink and Link cable works just fine. I would love to use VD as the UI is vastly better than Oculus home.
  3. Great, if you could, please check in a more demanding mission. For example, F-16 cold start Nevada instant action, or P-51D free flight Channel map (when flying over the city right at the coast).
  4. What headset are you using? What native render res on the on your headset? Going with Oculus's 1.3x (72hz) native res, then another at 1.3PD in DCS, I basically will get the same frame time as 1.3x with MSAA2x. I have a 5800x3d/4090. For me, it's a trade off between sharpness and shimmering with msaa2x vs shimmerless, ghosting, and less sharp image with DLSS, once frame time has been equalized between the two.
  5. I am starting to think that somehow the DLSS implementation is bugged. Using DLAA only and I get smears and it's still more blurry than MSAA. DLAA is bascially DLSS at 100% render resolution, why would it look less sharp?
  6. I am starting to think that the smear is a dog fight advantage, because it's easier to track bandits!
  7. DLSS is blurry mess for me compared to what I was running before. I have a fairly highend system, 5800x3d/4090 and I run 1.5x native render res on my Quest Pro. With MSAAx2, the frame rate and shimmerring was acceptable. Enabling DLSS (quality) makes everything blurry, and I need to bump DCS's PD at least to 1.5, which makes everything somewhat sharp again. With the additional DLSS processing, I actually loose a bit of frame rate. Shimmering is gone, but now I have to deal with smears and still slightly blurry image. *sigh*
  8. No, i never resolved it. I think that's just the way it is. Simple missions on simple maps like the P-51D free flight instant action, QVFR is great and will give me sharp visuals with good frame rates. But as soon as I move to more modern maps such as Normandy and fly near the cities, my poor 5800x3d/4090 stutters bad. Right now, I am playing on Wolfpack's WWII server and most of the time it's simple enough that I don't go below 72hz, and I really need that sharpness to identify friends or foes. When I go back to playing single player campaigns on modern maps, I will have to disable QVFR.
  9. FPS gain with QVFR drops exponentially when scenery detail goes up. @mbucchia says it's a CPU issue due to how DCS renders. I have a 4090/5800x3d build, and I choose to run without QVFR because any mission with details runs worse on QVFR.
  10. No solution, but I just want to iterate that you are not alone. I've filed a bug report a long time ago, and this bug has been here since the Rift days Nowadays, I flip on the master arm switch only when combat is about to begin, I guess chalk it for realism, forced by a bug.
  11. Ok, I'll make a statement here: If you have a fast GPU (4090), QVFR will not help you in missions that have some complexity, in fact, you'll loose performance. If I am wrong here, please let me know (and please post your build, before and after frame times using the F16 Nevada Cold start instant action), because I'm ready to pull my system apart to find out why I get worse performance with 5800x3d/4090. I run without QVFR currently - 72hz@1.3x rendering resolution on the Oculus app, and additional 1.2x with DCS - this is faster and smoother than QVFR at vanilla settings (no 1.2 PD boost with DCS, just 1.3x on the Oculus app + QVFR's 1.1x focus area multiplier).
  12. Well, you are not the only person with the same issue - I also have 5800x3d with 4090. My experience has been that, when a scene is more complex, QVFR is worse, no matter what I do, it increases about ~3-5ms of frame time both CPU and GPU. But in less complex scenes (i.e. simple caucaus map missions), I can crank up the visuals without as much performance decrease. My only uneducated guess is that rendering 4 views instead of 2 gets really bad when object count goes up.
  13. You have a 5900x and 4090 where you are less GPU bound and more CPU bound. In complex scenarios (missions with lot of objects in view, ie, f-16 cold start @ Nevada instant action), you might not actually get any performance boost, in fact, you probably will get worse performance with DFR. You can however, crank up the visuals to insane amount in less complex missions and you won't see any blurs.
  14. Yeah, it's actually better to use frame time graphs. I assume you are using the Quest Pro, which means you can enable the performance HUD view with the Oculus Debug Tool. Make sure you select the Application Render Timing option for the performance HUD and look for the CPU and GPU frame timing. If your GPU timing is higher than CPU, then you are GPU bound and vice versa. Another note to keep track of is the general timing - if you are running at 72hz, you don't want your CPU or GPU timing to be more than 13.89ms (1000ms/72hz), and if you are running at 90hz, you don't want them more than 11.11ms. If your timings are more than that, the Oculus runtime will half your frame rate to run in reprojection mode(hence GPU usage drop).
  15. Ok great. I'd be happy to test the new version when it comes out! As is, the 4090 can run DCS well without quad-views using moderate to high settings, but it'd be always nice to turn up the settings more. Again, thanks for all your work.
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