

MPK
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Some data: https://forums.eagle.ru/showthread.php?p=4211267 It is hard to tell how well the VDI changes are working since frame rates seem to have dropped across the board in 2.5.6
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F-14 numbers come from the first few seconds of the F-14 take off instant action mission. F-18 numbers come from the first few seconds of the F-18 ready on the ramp instant action mission. The Shaders mod I was using in 2.5.5 no longer seems to work in 2.5.6. I get shader compile errors and the game crashes. The mod is in a link in the description of this video: My VR Settings: My non VR settings: Results: My conclusions: Frame rates have dropped across the board with 2.5.6. In VR, the hornet is not so bad although the loss of the shaders mod really hurts. The F-14 on the other hand is borderline unplayable for me in anything more complex than simple instant actions missions in an empty world. It is my experience that frame times will be 5 - 10 ms higher in multiplayer than they are in this test. After so may months of tweaking and modding to try to get a playable experience this is not what I wanted to see :cry:
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DCS: F-14 - Brickdust's "Drunken Sailor" VR Friendly Cockpit
MPK replied to Fubarbrickdust's topic in DCS Modding
From today's 2.5.6 changelog in the F14 section: Fixed custom cockpit livery not registering (Thanks uboats!) Does anyone know if this mod needs to be edited to work with the official custom cockpit selection? -
Another possibility: if you tell jester to jettison fuel tanks you will have to tell him to select bombs again afterwards
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To add to this ... jester should automatically scan up and down while searching, and if there is a datalinked target ahead at a different altitude, jester should be able to point the radar at it on his own.
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I have been thinking about this. I have an Index and run at a steam supersampling value that gives me 4 pixels for every physical pixel to make the gauges readable. The resolution in steam is as close as I can get to 2880x3200 (the index is 1440x1600 per eye, so I just doubled that). This SS resolution is enough that I can read even the tiny gun rounds remaining thing on the right side of the tomcat cockpit. I have to turn just about every other detail down in the game to get a solid 40 fps, so itlook like something from the 90s, but it works for now. This steam resolution of 2880x3200 means 9,216,000 pixels per eye. My hope is that with the extra physical pixels on the 8KX, no supersampling will be necessary. That means pushing the native resolution of 3840x2190, which is 8,294,400 pixels per eye. And it actually might be even better than that: that amount of pixels is for the widest FOV ... between wearing glasses and wanting the best performance, the pimax option of medium FOV would probably be enough (and still an improvement over the Index). I am assuming this means even fewer pixels per eye. This all assumes that 100% supersampling will give a clear picture due to the higher native resolution. If that turns out to be true, then I don't see why it wouldn't run as well as or even better than the frame rates I get with the Index at my current SS levels.
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I've started using the F-14 instant action takeoff mission for frame rate benchmarking. I get this issue at the start of that mission about 1 in 5 times.
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Move the head position all the way aft in the cockpit during refuelling. The canopy rail no longer blocks the view of the tanker and it becomes as easy as the hornet.
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I have never had this in multiplayer, but get it regularly in single player (case 1 landing instant action mission)
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A way to re-align INS after landing to rearm and refuel.
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It only works with games that do forward rendering. DCS does deferred rendering. Maybe in 5 years if the Vulcan rewrite ever materialises.
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The constant communication from you guys is very much appreciated!
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I just discovered this thread. I had no idea the tomcat was such a resource hog. In the F-14 take off instant action mission I get a frame time of around 14 ms as soon as I enter the cockpit with my current settings according to steam VR. Today I tried the hornet, which I have barely touched since the tomcat came out (and haven't tried in VR until today). In the hornet take off mission (with parked hornets next to me) with the same settings I get a frame time of 11 ms, a difference of nearly 30%. I was able to enable shadows and 2x MSAA and get the same frame time as the tomcat with all that disabled. I have been struggling with the crappy framerate since I got VR thinking that something was wrong with my PC. I guess it was the tomcat this whole time.
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I have found that it shows up if you let DCS start steam VR for you.
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[NO BUG] F-14 Module does not respect the "Hide Controls" setting
MPK replied to MPK's topic in Bugs and Problems
In VR, it would be handy if the setting worked instead of fumbling around for the keyboard :) -
Speaking of the viper ... is something different about the size of everything in the F-16? I have the f-14/16/18 and I swear the world looks the same in the F-14 and F/A-18, but everything seems a tad smaller in the F-16. Is it just me?
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1. See above 2. I wanted the first headset to be something my gf and I could both use in games together. It has been a blast so far. I am definitely keeping it for that alone, although I had second thoughts when I realized how much better than me she is at beat saber :mad::) 3. I have an IPD of 70, and my gf is 58 :( Index was the only choice. After all my testing with various settings I agree 100% with this! I am committed for now even if it isn't the best option for DCS. At some point next year I will hopefully be in a position to upgrade my video card and get a second higher resolution headset just for simming.
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i9900k, 2080 super, 64Gb 3200hz ram DCS finally runs fantastically at max settings on my monitor. VR is a different story. I fear this is just the nature of the beast. VR involves not only rending the entire scene twice each time, but along the way there is extra processing to deal with the distortions created by the lenses in the headsets. This all means that the frame rates in VR will never be equal to what can be achieved on a monitor, and the low PPD means the clarity won't match a monitor for a while, especially something like a 4K monitor. A great talk by one of Valve's VR engineers if you are interested and have the time:
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I don't know how to check the version, but out of the box I was able to update everything here:
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I am a week into VR with the Index. I could not get a satisfactory performance in DCS with 120Hz. I have found a few things through trial and error: - A low but steady framerate looks better to me than a higher but varying framerate. I noticed that when I look to the side there was a lot of stuttering/juddering, but by using fpsVR to display what is going on with the framerate, I noticed that the judders ALWAYS correspond to a change in framerate. - Secondly, I noticed that if the game will not run at the headset refresh rate, it will cap at half the refresh rate. At 144 Hz, it will cap at 72 if DCS is between 72 and 144 hz, and so on. This is a good thing, a capped, steady framerate is much smoother. However, if it cannot run at half the refresh rate, it does not seem to drop to 1/3 or 1/4 or whatever the next increment would be. For example I would have expected that if the headset is set to 144Hz and DCS couldn't maintain 72, then it would cap at 48. However this doesn't seem to be the case. When the game frame rate is below half the headset refresh rate, steam VR it seems to allow the FPS to vary, causing all kinds of artifacts and juddering. If anyone can tell me of a way to make Steam VR cap the framerate at different multiples of the refresh rate I would be grateful! Based on the above, I decided my goal was to get the smoothest animation with no hiccups (i.e. the most stable framerate), even if that meant not running at the highest possible framerate. I have ended up with the following: - The headset is set to 80 Hz, and I am targeting 40 frames per second. I tried 90/45 but it is just that much easier to hit 40 fps more of the time. - Once I am high in the air, especially over water, I was seeing the framerate start to bounce between 40 and 80, causing hiccups and visual artifacts. I now run "Riva Tuner Statistics Server" in the background to cap the framerate in DCS to 45 (specifically, to make sure it never reaches 80). Since it is below 80, Steam VR caps it at 40. A solid 40 looks far, far smoother to me than jumping between 40 and 80. - I reduced settings in DCS until I could maintain 40 fps 95% of the time. Usually I have issues on the ground but once I am airborne I stay above 40 for the entire flight. It looks like ass with just about every setting on low but the feeling in the game is now really smooth. I can look sideways as I fly over trees and buildings at low altitude and no more stuttering, everything looks solid. Even though I am only seeing 40 fps the elimination of all the judders has almost completely eliminated any motion sickness I was feeling as well. - I have SS at 200% in steam VR (150 and 134 for DCS) and PD at 1.0 in DCS and the cockpit looks pretty legible (F-14), but things in the distance look very pixelated. (I don't know that there is anything that can be done about that at 15 pixels per degree) All in all I am finding VR in DCS to be a huge disappointment. The wow factor of actually being wrapped inside a 3D cockpit the first time is something I won't forget. The same goes for seeing how massive the tanker is during the first refuelling (which is much easier in VR with the depth cues). Now that the novelty has worn off though, the reality of the crappy performance, the poor visibility due to the low resolution, and just how shitty DCS looks with everything on low is finally sinking in. I built a PC specifically to play DCS in VR, and for 2 glorious weeks I had everything maxed in DCS for the first time while I was waiting for the headset to arrive. I was also getting 100fps on a 1440p monitor. It looked amazing! Now in VR it looks worse than my ancient PC I was playing on before. Other games that don't have to render such large distances look amazing in VR though, so I think VR is definitely here to stay. I hope the combination of headset technology, PC power and DCS optimizations can come together soon to give a matching experience, because the sensation of height and motion in VR is astounding compared to sitting in front of a 2D monitor.
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Adding "options.graphics.maxfps" to autoexec.cfg does not cap the frame rate in VR. It would be nice to cap the frame rate to stop it jumping around which causes severe juddering in VR. A solid 30 fps looks smoother to me than jumping between 30 and 45.
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In single player, when you enter the 3D world you must click "Fly" on the dialog box to start the mission. If you use the "as Escape" keybinding instead of using the mouse to click the "Fly" button, the "as Escape" keybinding stops working for the rest of the mission. Also, I noticed that my "modifer" button stopped working as well. If you use the mouse to click the "Fly button", all keybindings work normally during the mission.
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This was multiplayer with jester so I have no idea what it was switched to or how to change it.