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matze140

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Everything posted by matze140

  1. Please also add ETIN Kitzingen Army Airfield with its Patriot Sam Site and storage for nuclear warheads. I want to take off in front of my house
  2. Disabling the E-Cores is not recommended on Win11, as the Core allocation should work fine by the time. You just loose overall performance. As speaking for the CPU-Bound in DCS FPS Monitor, as long as you are „Yellow“ CPU bound, everything is fine. If it becomes „Red“, you are CPU limited. In VR you never get GPU Bound. It has something to do how the VR Render Pipeline works, but maybe someone could correct me if I am wrong.
  3. I recently build my new rig with the 9950X3D on a X870 Board. In the DCS log, 6 of the 8 CCD0 cores are allocated to Render. 2 of them are on the common Threads. Vise versa 2 of the non 3D V-Cache cores allocated to the rendering. So in total Render {0,1,2,3,4,5,8,9} Common {6,7,10,11,12,13,14,15} is this a problem or does the core prioritization work as indented?
  4. I may have to try this again. I also heard about this behavior.
  5. Just install PimaxXR and select OpenXR in this app.
  6. Yes. This is the actual Quad views setting. You can see the runtime mentions „vrgineers“ wich is the Somnium runtime. But there is no quad views applied as you can see. you have to activate Eye tracking in VR-1 and apply foveated rendering values in the Sofrware tool.
  7. no, it has just gone live.
  8. Same here..
  9. Deactivating Ultra Leap has no effect. Still getting those weird Call_Order_Invalid errors. Maybe this log snippet helps. This are the two QVFR parts in the DCS log for Pimax Crystal and Somnium VR-1 QVFR VR-1.txt QVFR Pimax.txt
  10. Hey there, today I tried the new Somnium VR-1 in DCS using their OpenXR runtime. i got extreme bad performance and heavy spiking frametimes. Also the Ingrame FPS overlay was totally off to the DCS FPS limiter or the VR-1 build in FPS counter. in steamVR everything is just fine. maybe some OpenXR experts can have a look at the log file. dcslogfile.log
  11. Back again for me too. Sometimes a restart of DCS fix it. its like the wrong core usage at the beginning of MT. Some start up of DCS it was correct, some was a slideshow
  12. Same here. No difference in VR
  13. The trim for pedals is completely broken. Pressing the trim button causes the pedals to apply the amount of deflection on top. Speaking: you got 10% deflection to the left, you press trim, the pedal in the Hook moves to 20% deflection. Pressing trim again adds another 10% on top and so on until you got full deflection while your hardware pedals are still at 10%. before the patch the exact same behavior was with a FFB cyclic stick. now we got this on the pedals.
  14. Any comment on this?
  15. Hey there, today I just noticed that when the airbrake is out and you turn the head to the right, the airflow sound gets louder on the left ear channel and vice versa. Is this the way it should be?
  16. Hi, i recently had a crash due to accidently typing a "." in the UFC scratchpad and then pasting it into the Radio Frequency Line Line. It is reproducable all the time. Someone else experiencing the same? OR_Ser_Trainingsmap_Syria_Mittag_V1_4-20240317-140946.trk dcs.log-20240317-131724.zip
  17. For me, enabling HT on Intel CPU (13900K) solved most of the stuttering and inconsistent frametimes. I disabled it last year when there was the general advise to deactivate it. Today i gave it a try and it works. Maybe someone else can give it a try?!
  18. I got this spikes in VR on a 4090…unstable 90 fps (refresh rate of Crystal). Only when there is a huge headroom on GPU the frametimes are a flatline. On 72Hz mode it is slightly better. Dropping LOT Switch factor to 0.1 makes it also better…so maybe its a bottleneck in loading things to the VRAM. My rig is a 13900k build with 64GB of ram…so I can’t imagine it’s related to a raw Hardware Problem. After restarting DCS several times I suddenly got one perfectly smooth session. but after a PC restart ist back to the stuttery mess.
  19. Yes. Received the reservation number this morning.
  20. That’s absolutely true. Before DFR availible I also run with pimax play at 0.75 what is something in your region. The picture was much better than the Reverb G2 although it has nearly the same render resolution.
  21. At what resolution are you playing then?
  22. To be exactly, as soon as you „set the exact resolution“, you are underscaling the Headset. 5100X4300 is the native resolution of the Crystal. I know there is a lot of confusion about that, cause people on steam VR stated the 100% as a wrong resolution, but this is the correct number. Be in mind it has to over render because of Distortion Profile. As soon as you are touching the resolution override function you are wasting picture quality.
  23. I think i found the issue! It’s the HDR-Effect/ general brightness applied slightly different for each eye, because of the difference in 3D room position. It may be realistic in real life and also in terms of rendering, but IRL we are not limited by 8 Bit colors. It would be better to couple the brightness level of both eyes. Don’t know difficult this may be. @BIGNEWY Maybe the Dev-Team could have a look at this?
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