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Everything posted by some1
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This is not a magic tweak that will fix everything, but I think that PD around 0.8 and Steam SS around 100-120% is a good balance for my 3080 in singleplayer. PD 0.5 is a bit extreme and you loose too much on image quality to make it up with SS. No matter how high you crank it in Steam, the image is still blurry and jagged. Ultimately you need to find a balance between PD high enough that the game outputs enough detail to produce nice visuals, and Steam resolution high enough to utilize those 4k screens on the Reverb.
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Yes, unfortunately ED made it hard to replace single file, as they are all packed into a zip that contains all aircraft textures. So while Mnemonic mods are great for those who want to get more realistic effects in VR, they quickly get obsolete when ED changes anything, even on unrelated texture items. You can manually copy prop texture files from Mnemonic mods into the new texture zip shipped with the game. They are usually all called prop-something and have a single modification date inside a zip file. But you have to repeat that with every update for every aircraft. Not fun. Currently I lost hope ED will do something about it. People have been complaining about that for years, and the devs are still shoehorning those prop/helicopter effects into the unreleased modules that are currently teased on the videos.
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Haven't seen such behaviour previously so often, but now the missiles have a tendency to turn 90 degrees off-path chasing countermeasures. In one short mission I had two out of four Aim-120s do vertical loops because of this: Tacview-20201221-220909-DCS-PG_intercept_F16.zip.acmi
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Horrible performance with RTX 3080 / Reverb G2 / and VR
some1 replied to rss0900's topic in Virtual Reality
With settings on High, this is more or less expected. You need to tweak the settings in game if you want more fps, or dial it for 45fps and turn reprojection on. The "flimmering" is also a known issue: -
Horrible performance with RTX 3080 / Reverb G2 / and VR
some1 replied to rss0900's topic in Virtual Reality
Yeah, I meant the global setting. Per-game setting should work just for this game, although from what I read on the net, the setting does not make a difference. And when it does, it can even reduce FPS by one or two (may be just within measurement error). https://www.thefpsreview.com/2019/12/04/nvidia-geforce-driver-power-mode-settings-compared/ -
Reverb G2 strobe flickering while loading in Mixed Reality
some1 replied to Gryzor's topic in Virtual Reality
That's a ritual, by definition. -
Reverb G2 strobe flickering while loading in Mixed Reality
some1 replied to Gryzor's topic in Virtual Reality
Never launched DCS that way over the last year with G1 or G2, and from other people experience in this thread, they did not either. It really does not require any extra rituals. Double click on the desktop DCS icon, and that's it. -
Horrible performance with RTX 3080 / Reverb G2 / and VR
some1 replied to rss0900's topic in Virtual Reality
Be aware that this will bump your GPU idle power consumption from 25W to around 100W. Also requires PC restart. -
Reverb G2 strobe flickering while loading in Mixed Reality
some1 replied to Gryzor's topic in Virtual Reality
It isn't. The headset will switch to 6DOF in a few seconds, unless the lighting in your room is really bad. -
More likely it doesn't initialise properly and thinks you've climbed from 0 to 30000 altitude in a second.
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In 2D it can be worked around, but in VR the tooltip is always obstructing the actual weapon window.
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Cycling TPOD CCD/IR display always resets the brightness or the IR image to the lowest (-7) setting.
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Start the mission with the aircraft at 30k+, and the canopy will immediately begin to fog.
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Yay, instead of dialling down reflections on the textures in the older modules, ED is pushing even more baked reflections in the latest productions. Why the backrest detail is even reflected in the instruments, shouldn't there be a pilot? Please at least make it optional like in the the Hornet/Viper. It looks completely out of place in VR or even with TrackIR.
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I was about to complain about the same thing. Jester is notoriously loosing lock when transitioning to PSTT, at least in a training mission I created against single Su27 at 30k altitude.
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Reverb G2 strobe flickering while loading in Mixed Reality
some1 replied to Gryzor's topic in Virtual Reality
Look sideways. It only flickers if you're looking at the menu screen that is loading. -
In theory Vsync should not matter in VR because it's disabled there. But in case of DCS, if the option is left enabled in the game settings, then it severely affects frametimes on my system and cause a lot of stutters. This is with Vsync OFF: This is with Vsync ON: You can see a pattern of raising "spikes" in GPU frametimes, that repeats every few seconds. If there's not enough headroom left, it will cause drops below 45 FPS and massive stutter. This only happens for me if Vsync in DCS options is enabled and Vsync in nVidia control panel is left at its default "use the 3D application" setting. If the Vsync is globally forced in nVidia drivers for all games, then the checkbox in DCS does nothing and the performance is fine. So for me all worked nicely until I upgraded graphics card to 3080 and wiped clean GPU drivers, which reset nVidia profile to default setting. Since then I've been wondering why the performance in DCS is so bad despite better hardware. Turns out it wasn't the case of bad drivers or some recent DCS update, but a silly checkbox that shouldn't even affect anything.
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For Reverb G1, Steam VR at 100% has a resolution of 2208x2164 per eye, which isn't native either. It also defaults to 150%, which is 2704x2652. They simply changed what is considered "default" and "100%". Neither is wrong.
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In VR, we're always looking at distorted images. The image put on the screen is so heavily deformed, that any discussion about the native resolution is moot. Basically every pixel is resized and moved from where the game engine put it. I don't have G2 yet, but even with G1, pushing Steam resolution slider waay above 100% greatly improves image quality. Here's what typically a VR screen is showing. This is not "though the lens" view, but a representation of actual screen output.
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More VRAM helps a lot with DCS VR performance
some1 replied to RealDCSpilot's topic in Virtual Reality
It would be interesting to see how the same scenario looks in fpsVR. If the frametimes are really better and more stable on a card with more vram. If the performance stays the same, then the whole argument about which program measures what, is rather moot. -
Well, yeah, because ED can't afford to make more of them to that quality. We get one new AI aircraft every odd year - if we're lucky. At this pace I will retire before they get to replace the dozens of the old models in the game that still linger from the late 90s. Also Tu-22. Again, it's because we hardly get any AI models any more. Even those that are previewed in the newsletter often take years before they finally land in the game. Compare the older Smerch launcher to the latest Scud model. Is that extra level of detail really needed in the sim? You really need to play the simulator like an FPS to even notice that things like wipers or door handles have now three times more detail.
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There was a time in the past when ED was pumping out a lot of decent looking AI models for DCS. Most of the AI helicopters we have now are from that era, also some airplanes. But then they raised the bar of AI models so high that currently their quality is at the same level as flyable planes - if not higher. Ground vehicles have undersides and interiors, etc... No wonder they can't afford to release them any more for free. I think ED should step back and do a reality check. If they can't afford to make super-duper-high-quality AI models with 4k textures and put them in the game for free, they should set the targeted quality to the average level of the other assets that are currently in DCS. Some of the most commonly used models in the game are still straight ports from the Flanker game made in the 90's. Do we have to wait another 20 years until ED decides it's time to do something with them? Six models from this picture are still in DCS 2020. And there's more of them.
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In a turboshaft helicopter engine like we have in DCS, clutch is not needed. The power output shaft is not physically connected to the rest of engine. Once the engine spools up to high RPM and starts producing enough exhaust gases, the power turbine will start to move too. https://commons.wikimedia.org/wiki/File:Turboshaft_operation_(multilanguage).svg#/media/File:Turboshaft_operation_(multilanguage).svg There's a clutch too somewhere, but it's there only in case of engine failure.
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Second that. It would be nice to be able to mix those with a2a or SEAD payload. :)