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Everything posted by Razi
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I have: --- I have not been able to compare performance yet. A proper and controlled comparison always has the same baseline hardware and software with one change. In my case I have not been able to create the same environment with my 75hz monitors as with my 60hz monitor - the one change being the monitors. It may be that the 3 monitors, with an increase in resolution, is the culprit and I'd been fine with that and likely go back to my 60hz monitor. I got the old LCD panels for free and wanted to test the performance. But I have not been able to do a proper comparison in performance because I have not been able to replicate the same environment.
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Very possible. All I know is that with my hardware, running DCS at 1920 x 1200 @ 60hz with vsync is noticeably smoother than 4140 x 1024 (3 monitors) @ 75hz with vsync. I would like to see the later at 60hz. Windowed mode works, but requires me to first bezel correct my desktop before running DCS and undo it after, but I still see stuttering enough to be distracting. nVidia adaptive vsync does not appear to work in windowed mode - verified by the presence of tearing and seeing that the FPS is not locked. An SSD is next on the upgrade list, who knows? It is time to upgrade the hard drive anyways. I had hoped that a simple config edit was all that was needed. DCS is the only game I have that does not have explicit options for refresh rate (I'm sure there are others, but I don't own them).
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I've read through your posts and I don't expect you to have to explain yourself when you've done extensive explaining already. You clearly understand vsync. VSYNC is working to prevent tearing as it is designed to do. But it induces noticeable stuttering when the fps drops below the 75hz refresh rate. I want to reduce suttering and tearing. Vsync does one of those things. Stuttering can be reduced by matching the refresh rate with a sustainable FPS. 60fps is sustainable and 60hz matches that. nVidia adaptive vsync tries to reduce suttering by temporarily disabling vsync the instant it drops below the refresh rate. DCS finds a nice fraction that matches the refresh rate and locks the FPS to it, but this induces more stuttering, in my experience, than nVidia's adaptive vsync. nVidia's solution works very well, but only if the system can maintain an FPS at the refresh rate the majority of the time. nVidia compromises screen tearing by temporarily disabling vsync and thus, if a system is constantly below the refresh rate, there is potential for a lot of tearing. If this is the case, then DCS's solution is better - for tearing only. Until I upgraded my GPU I ran DCS at 30fps with nVidia's adaptive vsync at half the refresh rate with satisfactory results. On my new system with my 60hz monitor, DCS runs fantastic at 60hz. At 75hz, there is a noticeable suttering as vsync "works". Locking my fps at 60 isn't the solution as I know you're aware. The solution, change my monitors to 60hz. Can you help me do that with your knowledge of DCS?
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I'm not sure you understand vsync. Before I reply, I need to know your understanding of vsync.
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@average_pilot Thanks for the guide. I'll look through and see what I can do.
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Thanks for the comment, but I'm not sure you read carefully enough. Please re-read the first post. Here is some help: Read: I can set Windows to 60hz, but I cannot set DCS to 60hz. DCS changes the monitors back to 75hz.
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Thanks for the reply, I have detailed most of this information already. Displays are set to 60hz in Windows using nVidia control panel. I verify this in two ways: I check the monitors refresh rate. I confirm the monitors settings by monitoring the fps. * Both points done in windowed and fullscreen applications A few other points: 75hz isn't arbitrary. As I've said, my current monitors run at 75hz by default. Vsync is not "working" when the fps and refresh rate are not in sync. If the fps is below the refresh rate the majority of the time, vsync is not working the majority of the time. Some software or GPU drivers have solutions for the instant that fps drops below the refresh rate. All of these solutions work to prevent the fps from being halved the instant the fps and refresh rate are no longer in sync either by buffering frames or temporarily disabling vsync, which works to minimize stutter, which you already know. They are not solutions to making vsync "work" if the system fps can barely reach the refresh rate. The main problem is that my system cannot maintain 75fps as well as it can 60fps. I'm getting the impression that most people in this thread think that having vsync enabled at 75hz is identical to vsync enabled at 60hz when the system fps is below 75, but above 60, the majority of the time. Vsync is a horrible solution to legacy technology that should have been done away with long ago and should not be used unless your system can maintain an fps equal to or greater than the refresh rate. I appreciate you taking the time to comment, but if you are one of them, we'll have to agree to disagree. Playing DCS at 60hz on my previous monitor is a much better experience than playing at 75hz with my current monitors because my system can maintain 60fps far better than it can 75fps (vsync and fps are intimately related!). It is hard to fly with lots of stuttering or tearing once you've experienced flying with almost no stuttering or tearing.
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Thanks for your willingness to help me as I am, Puma! Windowed mode works if I bezel correct my desktop first and have it set to 60hz, but nVidia adaptive vsync does not appear to work with windowed mode. In-game vsync does work and I was able to get my desired 60hz vsync. However, there are downsides to using vsync and I found that nVidia's adaptive vsync reduced these downsides a fair bit - which is what has enabled me to enjoy playing with vsync on. I'm pretty close to just trying to embrace 75hz, but 75fps just is a tad high for a stable, vsynced, experience for my system. I find my games often hit a minimum of 55fps and range in the 60's a fair bit. Putting vsync at 60hz right in the sweet spot with only a few stutters here and there when dropping below 60fps. However vsync at 75hz tends to stutter a lot more, since the fps will often range below 75fps. I'm really the kind of person that it sounds like nVidia Gsync was designed for, but the price keeps me away for now (I picked up my three, 1280 x 1024 lcd monitors, from a college trash bin that I'm currently using for nVidia surround!).
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I use nVidia surround with bezel correct. A feature that I like for full-screen software, but not for the desktop, resulting in the need for two different resolutions.
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No, LCD. If your interested, see here, specifically under the heading "The Problem: Old Tech". TL;DR I don't like tearing. Do you have any ideas? Thanks
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I have been messing around with custom resolutions, but haven't figured out anything yet. Full-screen programs default to 75hz. I prefer full-screen to windowed mode, that's all. Remember I'm being picky about refresh rate... :)
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Thanks Puma, but this not exactly the solution I'm looking for - though it is one way to have DCS run at 60hz.
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Thanks guys, but I specifically would like to change the refresh rate to 60hz. I want DCS to use 60hz as I prefer vsync at 60hz, not 75hz. It is just my preference. I don't like tearing and capping DCS at 60fps still produces tearing. Vsync at 75hz is just not as consistent as vsync at 60hz on my system. If it was, I'd be thrilled with 75hz. Before I upgraded my system, I used to use nvidia's adaptive vsync at half the refresh rate (30hz). I preferred to play with vsync on at 30hz then ranging from 30-60 fps without vsync. Still haven't figured this out.
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My searches have come up empty. Though I continue to search, might as well ask the question. I'm trying to force DCS to use a 60hz refresh rate. I have 75hz monitors and am able to set Windows refresh rate to 60hz in nVidia control panel, but DCS defaults back to 75hz. I want 60hz because I enjoy playing with vsync on and 75hz is a bit too high for a stable FPS for my system. 60hz plays really nice (I used to play on a 60hz monitor). I have not found a place to set the in-game refresh rate as of yet. Anyone know if I'm able to force an in-game refresh rate? Anything that forces all fullscreen programs to 60hz would be even better as all my games default to 75hz and I'd prefer 60hz. Thanks My specs: Windows 7 pro Intel Core i5 3670k nVidia GTX 970 8G RAM
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Once understood, his actual argument isn't as absurd as his posts suggest. He seems to be primarily concerned with how the Rift might affect development of non-Rift PC titles. He is afraid that PC titles will be developed for the Rift first, non-Rift second, thereby giving the non-Rift market a second-rate experience. He cites Elite: Dangerous as an example: P.S. I'm only attempting to de-escalate due to a misunderstanding. If you have an opinion on his argument, don't reply to me please.
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Though I disagree that products such as the Rift are going to fail, I think this is a very good and fair critique. It is not unsolvable however. The technical name for this is "accommodation convergence conflict". There are already demonstrations of this being solved ( ), but much progress still needs to be made. So that being said, I completely understand your desire to hold off on the Rift and build a pit. However, projectors and products like castAR do not solve this problem either, but I can understand that finding a product comfortable for the duration one uses it for to be very important. If the Rift isn't comfortable, then hold out until a company gets it right for you. Think of it this way. There is a potential display out there that meets all of our requirements and will be built, but if companies like Oculus flop, it only prolongs the coming of such technology. Perhaps they will, but I think, like Flim is saying, this time it is not going to flop. Though the Oculus does not solve all the problems, it solves many of them good enough to be a viable commercial product. This industry, in an economically viable way, is only getting started--there is much beyond Oculus!
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It's not the same image at all. Each eye gets its own image and the images are offset by the IPD (eye distance, basically). Therefore the left eye can see more on the left side of the head and the right eye sees more on the right side. Both eyes put together equal a larger field of view, in the same way our own eyes work. Close your right eye and look to the left and you'll not see as much as when looking with only your left eye. This is what gives the illusion of depth in VR and is exactly how we perceive depth in the real world. I hope my explanation is not too confusing. If you watch other Rift videos that are using proper implementations, you can see that on the outside edges of each side that there are objects that only appear in one view, i.e. the left wing will appear only in the left eye and not in the right eye.
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Can you elaborate? Your opinion is interesting, would like to hear more.
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I will still build physical cockpits to use with the Rift. The cockpit will be a little simpler and perhaps a bit cheaper as a result, since the main purpose is for tactile feedback. The construction will be limited to only essential structure and switches (that are active, not dummy), no displays needed and aesthetics are optional. The only issue at the beginning will be the lack of an in-game body. Overtime there may be some solid solutions which would involve a kinect-like system or a glove-like system to detect and render the hands (arms and body as well) in-game, which is a reasonable solution for a sit-down experience. But in the short term, it is feasible to use natural point technology or similar technology to control the mouse cursor only, using gloves or a similar solution with IR LED's or reflectors on the hands - the cursor used for hand location reference only. It may even be viable to use the cockpit without any indication of where your hands are if you are able to become comfortable with where things are in relation to your body. I have no experience in the Rift, so I'm not certain if the hand-eye coordination, or lack there of, would have a large or negligible affect on this. The obvious, and in my opinion best, solution for simulators with a static position and environment (i.e. cockpit) like a flight sim, is to use the Rift in combination with a physical cockpit while having a method to detect the hands and fingers that are rendered in-game. I'm certain there are other simpit builders here already actively pursuing this. Personally, I'm waiting for the the F/A 18C and will build a tactile replica of the in-game cockpit as it is modelled by ED.
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See this post for a solution. I had to do the same thing as this poster. http://forums.eagle.ru/showpost.php?p=1167835&postcount=3
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Logitech Extreme 3D Pro Profile for LOMAC FC3
Razi replied to LordOrion's topic in Lock On: Flaming Cliffs 1 & 2
I've not needed to edit the lua file. Any adjustments I made were made in the game options. Of note, I found that I had to remap the modifiers (buttons 7-12) in-game and that made the entire profile work perfectly for me. -
Logitech Extreme 3D Pro Profile for LOMAC FC3
Razi replied to LordOrion's topic in Lock On: Flaming Cliffs 1 & 2
This may help. It is for the A-10C, but should give you some ideas. I use the same joystick. http://forums.eagle.ru/showthread.php?t=81116 -
I'd be very much interested in this.
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You also need to make sure that you are broadcasting your SPI. I was having the same troubles until I realized I wasn't broadcasting my SPI. Use HOTAS DMS Left Long to broadcast your SPI. In the top right of your TAD display you'll see the option to broadcast your SPI Turn on/off.
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Check out Tyrspawn's profile: http://forums.eagle.ru/showthread.php?t=81116&highlight=tyrspawn I use the same joystick.