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Milopapa

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Everything posted by Milopapa

  1. For the record, the default performance stats keycombo is RCTRL+Pause, but you're right. That's where I'm getting the frametime information. (BTW - does anyone know how to read the individual numbers? I can only guess what air, surf, shadows, update, parse...etc can be.) The trouble is, with the Vive it's either 90fps or 45. No such thing as 89fps, it immediately drops down to 45fps. Kind of like vsync. There is no magic rounding up like with the Rift. Btw, I'm mostly testing with the Huey, P51 and BF109. Tried downtown Vegas and Groom Lake in NTTR, and also 1.5 stable and Open beta. I get an occasional 90fps when not much is going on and then something kicks in and I go down to 45fps, probably 90% of the time. Funny thing is, once you start missing 11ms frametime, you might as well start adding more and more visual elements. I can go to 4xMSAA and high textures, I'll still be below the next big limit of 22ms and able to maintain 45fps. The counter is wrong, btw, the total is always 0.
  2. Cool! Is the pilot body included in the changes?
  3. You can't argue with preferences, I guess. Since I have a full HOTAS including rudder and an extended stick between my legs, the fully syncronized movements of the limbs ADDS to my immersion. Staring at pedals moving by themselves when I move my legs is a distraction to me and the same with the stick. I don't mind peering around things, that's what VR is really good at. Also, you'd need to do the same think in real life, wouldn't you?
  4. Any updates on this? Now that I'm flying in VR, the missing body doesn't help with the immersion. Big Messer fan but I usually revert to the Mustang because of this.
  5. That's (ATW) Anyschronous TimeWarp, it's "inventing" frames to fill in the missed ones. That doesn't change the fact that the DCS engine is not capable of running this at full 90fps even with the lowest possible setting. Your true FPS is probably nowehere near 90, you just don't notice it. That's why ATW is brilliant.
  6. I think that is a pretty arrogant statement. I spent many hours trying out different tweaks to get closer to the constant 90fps the Vive needs to run smoothly and I'm fairly confident it cannot be done with the current engine. Everything low/off, no shadows, object/visibility tweaks for graphics.lua (through autoexec) and no joy. I cannot get it to go below ~15ms frametime, let alone meet the target 11ms. And if you miss by just 1ms, you've missed a frame. And while the reprojected 45fps works okay while looking ahead, anything on the sides is jittery as sh*t and breaks immersion. There's only so much 45fps can get you after all. The sad thing is, this is with top tier hardware: i5@4.2GHz, 980Ti@1500, 16GB RAM, SSD. I don!t think 45fps max should count as official VR support.
  7. Reporting in: http://forums.eagle.ru/showthread.php?t=152723
  8. Which version did you try? Steam?
  9. Last time I checked, the load was spread across all 4 cores, but I'll double check when I'm home. What's bothering me is, if both CPU and GPU are underutilized, what's bottlenecking the game? If it's really the DirectX API calls, shouldn't ED consider moving down either the DX12 or Vulkan path? I know it's not that easy, but the benefits could be huge.
  10. I did some testing/troubleshooting last night. With the latest alpha, I was struggling to get decent fps even in 2D: <screenshots would go here, but Imgur refuses to show me my images> All low settings, flat shadows etc - it was giving me ~70-80fps sitting on the runway in a Huey in 2D. Same settings 22-30fps in VR. I used to run the Alpha at stable 60fps with my previous graphics card (R9 280X) with mostly low-medium settings so this raised a flag. I ran 3DMark, everything's fine. I decided I'd try reverting to older version of the Openalpha and it finally did the trick! I downgraded to 2.0.0.49135, and it was giving me 110-120fps with the same settings (vs 70-80 in 2.0.2) and this translated to a stable 45fps in VR. I'm now able to fly over Las Vegas and maintain the 45 fps in the Vive. I even upped some settings from Low, like 4xMSAA and I'm still good. GPU is still sitting around 35%, CPU is ~50%, so there is still ways to go optimizing this, but at least it's not a stutterfest. I really wish ED would do something about their thread management, it's crazy that it can't utilize high-end hardware properly. Reminds me of Arma.
  11. Vive settings on 2.0.2? I'm struggling to get above 30fps in 2.0.2 with minimum settings on a 980Ti and i5 4.2GHz with 16GB RAM. Can anyone tell me how to achieve a usable framerate on a Vive? In 1.5, I can get 45fps (drops over populated areas though and rarely reaches 90fps). It doesn't even get close to maxing out my CPU (40-50% max CPU), and my GPU is sitting at 30% load. Something's not right. I get that nobody optimized for VR before and it's computationally intensive etc etc but I just want to fly this thing on my $2000 rig.
  12. Update: I can't get 2.0 to go beyond 30fps (which is more like 22fps most of the time). I pretty much have everything turned to low, no MSAA, no nothing. Same settings give me the (reprojected) 45fps in the stable 99% of the time (if I look straight down at the runway, I might get 90fps). Tried with and without SteamVR running, both beta and stable branches. No joy. The whole thing is a joke, btw - in both cases, my CPU and GPU never go above 50% and 30% respectively. Will proper VR support (or hardware optimization for that matter) ever be in focus? EDIT: Forgot my specs: i5 3570k @ 4.2GHz OC, GTX 980Ti @ 1450MHz boost OC, 16GB RAM, SSD. Nothing else running in the background.
  13. I have both installed. Will do some further testing. Is there an easy way to copy over control settings from one to the other? I only have the stable configured for now.
  14. Well, I tried the stable release and it seems to be a little bit better. It still feels like a very early, alpha support for VR. The menu is tilted, you can't read the edges of the briefing and menus, and worst of all, there is an ugly, random stuttering when I look around the cockpit. I don't think it's performance related as 2 seconds later everything is smooth in the same spot. I don't know... why is ED not talking about Vive support more?
  15. Hang on, are you saying it works with the 1.5 but not with 2.0? I thought 2.0's engine is superior. I need to try this.
  16. Yep, that's why I thought I'd take the time to post. It certainly was an eye-opener for me to learn about these findings. It's just that there is so much fanboyism going on in the subreddits recently, that one needs to tread lightly comparing the HMDs.
  17. Cross-posting this from the Oculus thread, hope it's okay - relevant info for the Vive too. There is a huge amount of information on Reddit now that the NDA is lifted on the Rift. Something interesting for those of you who made the choice based on Rift's superior optics: Brightness Source FOV source Flaring source Unfortunately I haven't found a pic of the Vive flaring (yet).
  18. Rift screen info There is a huge amount of information on Reddit now that the NDA is lifted on the Rift. Something interesting for those of you who made the choice based on Rift's superior optics: Brightness Source FOV source Flaring source Unfortunately I haven't found a pic of the Vive flaring (yet). EDIT: I hope I'm not going to get bashed for posting this - no intentions to gloat, just thought probably not everyone is a r/oculus and r/vive addict like I've become in the last few weeks.
  19. Sorry guys, it was a bit too late for me to elaborate. All's well that ends well I guess :)
  20. Why are you posting like an ad or a signature?
  21. HTC Vive global prices leaked Have you guys seen this?
  22. Found something interesting on Reddit: Also, there is a guy in the comments who tried the Vive in DCS!!! EDIT: Obviously this must be just sitting on a runway looking around in the cockpit, not flying over the Strip.
  23. Just so we have it here as well:
  24. This is the closest I found when I was looking for the exact same thing: [ame]http://www.optitrack.com/static/documents/850%20nm%20IR%20LED%20Data%20Sheet.pdf[/ame] Not sure if they are the same as in the Pro Clip, but probably pretty close.
  25. Thrustmaster replacement hats The Thrustmaster replacement hats arrived right on time (I just didn't have time to come back and write a proper report about them). In short: they are AMAZING and well worth the money! Really nice action (their shaft are a lot longer than the originals), the touch of metal buttons is a welcome change after all the plastic - and they were really easy to replace (same pinout as the FLCS). Also, they have a very distinctive feel compared to the hats on my CH throttle: they feel a lot more serious (I don't know maybe even more military?). Instead of a plasticky click, they have this nice little bouncy action - very smooth, with longer throw that prevents accidental clicks. I'm posting a few photos below to illustrate my point. Here is the original setup (Thurstmaster F-16 FLCS with original buttons - note the small gap/short throw): Here are the replacement Cougar parts: A thumb hat: A TMS hat side-by side (top is Cougar, bottom is FLCS): Replacement procedure (same pin layout): Final results (note the throw): Let me know if you have any questions.
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