

Stefem
Members-
Posts
38 -
Joined
-
Last visited
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
So today we will know what is this about
-
A nice short guide to part of the cockpit by an actual Eurofighter engineer
-
A really nice collection of takeoff and landings
-
Did they use an old Nokia to take the picture? Jokes aside I managed to get an acceptable 2048x1536 from the tweet, thanks for providing the source
-
Awesome! are there higher resolution ones?
-
Yea, absolutely, if you read some of my other above reply I have said that in it's current form DLSS frame generation is not designed for VR unless NVIDIA introduce a dedicated VR mode, I was rather simply pointing out that VR reprojection is great to compensate for frame that miss the frametime target because a crap frame is better than a stutter but it isn't desirable using it to double the framerate and used DLSS frame generation as an example of something that is designed for that and produce impressively great results I'm arguing that due to the considerable quality degradation is not a desirable solution for doubling the fps, not that it isn't capable of that and what you just said make no sense, compensating for frame that miss the target isn't an edge case and doubling the framerate isn't the norm for the simple fact that it all depend on the machine that run the software and its graphical settings.
-
This drawing is just an example to explain how it works as that's actually what happen when the frametime target dictated by 90Hz V-Sync is going to be missed even once, the reprojection system will send a generated frame because the rendered one will not be ready on time (there is a system that monitor this) and the app have to wait an additional 11ms to send the frame which will result in 45fps as long as the app miss the 11ms frametime target. Unlike DLSS frame generation that it is designed to work exclusively interleaving a generated frame after each rendered one this isn't a desirable condition for reprojection as the quality degradation is too striking, it's pretty noticeable even with just few generated frames here and there but of course is better than a stutter in VR. DLSS doesn't have this problem as the quality is impressively solid, I've attached a video made extracting only the generated frames from a recording, do you think reprojection come anywhere near this? output_even.mp4
-
It's not a bug, because of how it works and its restrain it's inherently subject to those artifact, things can be better or worst but the quality degradation is pretty evident That's not quite right, unlike DLSS that is interleaving a generated frame every rendered one VR reprojection is designed to generate a frame only if the next is going to miss the frametime target, the quality of the generated frames is substantially lower in contrast to DLSS ones that tend to be indistinguishable to the point that you can extract only the generated frame from a recording and it may still hard to spot any while reprojected frame quality is acceptable only because even if they look crap it's still better than missing a frame. It's not more complicated it just have more works as require two instances, one for each eye, but frame generation in its current form isn't designed for VR, they can develop a specific mode for it and VR systems dev can themselves make use of the updated OFA present on the RTX 40 series card to dramatically improve quality
-
RT shadows looks really spectacular for highly detailed models, RT AO would also be great for external camera view and ED made a lot of efforts to make glass look good with rasterization which is not that easy but with ray tracing they can do a lot of nice things, even outside of graphics it can be use to simulate radars
-
That's the point, they have a different scope and NVIDIA chosen interpolation over extrapolation because it offered the best quality, depending on the game but DLSS frame generation doesn't add so much latency, sometimes is even lower than on AMD cards or before the development of Reflex
-
VR reprojection and DLSS 3 Frame Generation are different both in scope and working, reprojected frames looks like crap and are only created when the next frame will miss the framtime target because even if look bad is better than a missed frame, DLSS 3 generated frames looks really good and they are created after each rendered frames
-
The Heatblur Simulations team and our wonderful partners at TrueGrit would like to wish you a wonderful 2023! Have a great new year, full of joy, great times and awesome sim experiences. 2023 is a big year for Heatblur, and we’re grateful that you’re along for the ride. It’s going to be a great one! We’ve just wrapped up a very tough 2022. From a personal standpoint for many of our team, with personal tragedies and the invasion of Ukraine taking its toll on us and our timelines. Despite this, we look back at 2022 with some pride. We’ve seen tremendous growth in capability and size, forged new partnerships and shipped features and improvements throughout the year. While still playing catch-up; we’re working as hard as we can to finish the first of our next generation of high fidelity simulation experiences, starting with the F-4E Phantom II and leading towards the Eurofighter Typhoon. While we missed our mark on the F-4E Phantom for a 2022 release; we’re now very close to full completion of all major elements: flight model, radar, weapons systems, and other key major systems- and even content such as another full length Meteor album. You’ve seen a sneak-peek in the 2023 and beyond video, and we can’t wait to fully unveil the aircraft that we’ve built over the past two years. For the Phantom- and all of our new products- we’ve invested heavily into building our next generation platform and framework. This enables faster future development, intrinsic multithreading, more dependable multicrew synchronization, far less of a maintenance burden, and new standardized features such as wear & tear, aircraft persistence, mass dynamics, and far more. In addition to this; we’ve also had our sights on JESTER v2, a complete rewrite of the JESTER AI system which will enable faster AI development and ease of use for integration in future aircraft such as the A-6. On the Eurofighter front, we continue to lay the foundations of this module through application of our next generation framework. Soon, the majority of the work will remain in high level parts: radar, weapons systems, displays and flight control systems- all leaning and benefitting from the completed next generation core. As an incredibly complex aircraft and project, the Eurofighter will be a litmus test for our team to ensure quality and accuracy while avoiding excessive technical debt. These considerations are key for a project of this scope and size, as we strive to minimize maintenance burden and excessive sustainment resources. You should expect to see much more Eurofighter development progress in 2023 as we begin to approach an early access release and feature completion level. We also look towards 2023 with continued love for the Viggen and Tomcat. We capped off the year with another major Viggen patch, and now set our sights on another round of additions to both products. We’re working hard to get on target on the early F-14A, which remains the largest piece of the F-14 yet undelivered, among of course other outstanding and promised features, such as TARPS and FORGE. Further Viggen improvements are slated for the early part of this year as we continue product sustainment. It’s time to get rid of those Early Access tags and square these aircraft away. Quality, consistency and pushing boundaries are our top priorities, and we’re as excited as ever for all that we’ve been cooking. Stay tuned for the full Phantom unveiling and for other exciting announcements with new partners and beyond. Thank you all once again for your dedicated support and passion. That’s what drives and motivates us, and we’ll make sure your faith is well placed with each upcoming release. Sincerely, Team Heatblur https://fb.watch/i6AzJl7JE1/
-
- 5
-
-
-
Stefem started following TrueGritLead
-
Stefem started following DashTrueGrit
-
Eurofighter relative flight performance, feat. Gero Finke
Stefem replied to Hummingbird's topic in DCS: Eurofighter
AFAIK (based on actual pilots) it can stay in a constant 9G turn until it run out of fuel or the pilot pass out -
Wonderful refraction on this Eurofighter contrails against the Sun
-
Airbus Defense and Space just posted this awesome workaround of the Eurofighter, Airbus have some really capable guys doing videos, the photography is really good showing details I never saw in such fine quality and the editing is great too. I've seen many other videos but usually the camera angle focus on the human put here is clear the plane was the star, it's clearly the work of an aviation enthusiast https://www.youtube.com/watch?v=9aWDu0GSbXU
-
- 1
-