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Mnemonic

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Everything posted by Mnemonic

  1. From the cockpit you can't see anything at all... You can vaguely distinguish if they are on or off, but it doesn't lit up anything...
  2. We don't need to have "baked" reflections meanwhile
  3. Confirm, can be pressed via keybind only on RIO seat.
  4. Great collection of stories, good new (rare) F-14 footage, great overall presentation and spirit. But I loved the stories a lot!
  5. Quite frankly it's too excessive, and doesn't look that good. Looks more like an imprint of a static image and it doesn't move at all when you move your head. Also the same for canopy reflections. Would be nice to have it removable, at least as an option, like it's already done for MFD / canopy reflections in F/A-18, F-16
  6. VR Friendly props for german fighters now available too :) Anton: https://www.digitalcombatsimulator.com/en/files/3310681/ Dora: https://www.digitalcombatsimulator.com/en/files/3310682/ Kurfurst: https://www.digitalcombatsimulator.com/en/files/3310683/
  7. F-14 when used as static, at certain distance shows engine covers only in one eye, the other eye sees lod without theh covers
  8. I have to say this works wonders! Was able to max out most of the settings and still have smooth picture in cockpit. Will play around more. Thanks!
  9. New observation - for late evening / night flying, disable shadows altogether, it improves FPS on the deck when Super Carrier has it's lights on, and at night there are no cockpit shadows anyway.
  10. I wonder why, when ASW has enough frames it works great! Almost undistinguished from native 80 FPS.
  11. No, my goal is to have stable 40 with ASW, which happens if my GPU can output anything between 40 - 80 FPS. I can tolerate it drop below 40, but if that's very occasional. And if I happen to have more than 80 FPS - Oculus ASW automatically shuts down and I have native 80 FPS (ideal conditions). If again I have something heavy going on, I want ASW to catch-up and offload my GPU, so again, no less than 40. I actually like how nicely Oculus ASW works when you give it enough frames to work with. And this is what happens, with the relatively populated carrier (see my included missions) I have 40FPS ASW in a Tomcat while on the deck, taxying around, getting to the cat etc. When I leave the deck - FPS goes up and I have 80, which is nice. I actually don't feel any "jump" because with ASW I also perceive 80 ASW-driven-frames. So smooth all around. Of course if my headset would have much higher input signal resolution, then probably I would need to do something extra. Currently I see a big issue with VRAM. I read your previous comment about having VRAM overbooked is not a problem, well technically yes, drivers do everything for you to optimize the process. So while you are running around the map in Doom or Call of Duty different textures are being loaded to the VRAM and stay there while you are in the area and it's more or less seamless. With DCS a problem becomes more pronounced because there could be situations that to render a single frame you need more VRAM than your GPU has, and next frame is the same. So what heppens driver needs to offload big texture from VRAM to download it again next frame. It becomes a problem when you need to do this operation every frame with large data. While playing on monitor it's still kinda tolerable, you just have less FPS, in the helmet you see double-vision or strange unpleasant stuttering, which is much less acceptable to me. Let's see what next gen GPUs will be, we need large memory on board and fast chips to process all the stuff.
  12. Seems like compute issue, your GPU can’t handle so many lights calculated. I had the same on my 1080 pre-supercarrier when I turn floodlights in F-16 - FPS would go down significantly, same in Tomcat, with 2080 it’s much better +40% of pure compute performance does it’s thing. Crimson_Ghost138 - something to try - set PD less than 1, put it like 0.5 and see if performance will improve. Less pixels for the fragment shader to work with.
  13. Thanks guys! Happy you find this info useful!
  14. Sure, I made a little comparison and you can judge for yourself. All screenshots are made where the effect is most pronounced - when we are looking into the sun. So here is a Hornet cockpit without shadows. So here is a Hornet cockpit with shadows. So here is a Tomcat cockpit without shadows. And Tomcat cockpit with shadows.
  15. What I noticed - main contributing factor to VRAM is PD and Textures
  16. Be careful that you are not in fact capped at 11 at the moment, it could look like 10.5 because every frame driver will offload something from VRAM and put there textures again, and polled value might not reflect it precisely. It's quite high though. Try to put PD below 1, like 0.5 or 0.8, for measurements (drop your VRAM below 9 just to be sure that you have headroom), and then change " screens resolution" to see if that affects VRAM. also for the mirrors (512 every frame) will look better than (1024 not every frame)
  17. And if you use mirrors put “512 every frame” otherwise if it’s not every frame - ASW goes crazy and doesn’t smooth out properly
  18. Oh yeah Reverb has much higher rez, you need to measure your VRAM might be you are out of bounds even with PD=1. Maybe you need to put PD=0.8 or something. But of course with such high rez display just disable MSAA
  19. Yes, but not sure for how much, you see if you crank up PD VRAM consumption for render buffers might have a square grow. It's like when you enlarge square side X times, it's surface doesn't grow linearly. Such VRAM utilisation is atypical for "games" usually. But because we have a sim at hand - a collection of various modules, each to painstaking detail and with 8K textures, consumption grows fast. To be honest I would live it at 1 and crank shadows up, to me it's important to have rich and interesting missions on Supercarrier, and that tend to have many things on screen. I'm afraid 11Gb is not a panacea here. However feel free to experiment, and see if you have tearing. Would be nice if you could measure VRAM consumption too with various PD. By the way I don't notice any visual difference between PD=1 and PD=1.1 but consumption is higher. PD=1.2 is very marginally better. It's starts to change at PD=1.4, and really shines ad PD=1.8 sharpness wise. But I'm happy with PD=1 for now, with butter smooth performance in my favourite jet :D
  20. All settings are in first post. On your discretion, in my case with all the rest of the settings 4x produced less jugged lines, and didn’t impact performance. I use MSAA Radius = 30%
  21. Theoretically if you can fit textures + all the buffers with PD>1 into your’s GPU VRAM then you’re good to go! Actually it works for me with default empty carrier just fine. But I like to fly with Supercarrier, loaded with other Tomcats, Hornets and equipment, so didn’t really worked out. I didn’t try to go for Low textures though, it might work.
  22. Just for illustration purposes, here are some of my measurements with MSI Afterburner. With PD=1, I have VRAM usage stabilized around 7.2 GB, with some headroom for new units that can appear in sight. Same level, same scene PD=1.4 - VRAM fully clogs at 8GB and jumps a little as GPU offloads and downloads textures from RAM. Witch leads to stuttering in VR. The progression is actually should be non-linear but square, so 11GB would not help, 16GB or more could help a bit. So here is a reason, MSAA which is computationally expensive, actually works well, because GPU has resources to render them, but PD that increases all render buffers doesn't let any room to VRAM.
  23. Well we have a new setting in DCS - MSAA Mask
  24. Good to know! DCS has it's own feature now, with kinda similar goal (MSAA mask). Thanks for clarifying it, scratched out of the post!
  25. Thank you! I have a driver 445.87 it could be just RTX setting, not sure at the moment.
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