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Berniyh

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    DCS World, X-Plane 12

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  1. True, but it would make sense to have them run side-by-side at the consumer level as well, just like ST vs. MT. The hardware and software configuration variability is just so much larger at the consumer level, so surely a lot of additional bugs will appear. Better to have the old API for comparison purposes available as well as as a backup plan for those that experience severe problems with Vulkan.
  2. I thought that what you can see at the bottom, slightly left from the middle in the image in the post that I quoted is a part of the co-pilot collective. I also had a brief look at some cockpit photos from CH47 before, e.g.: https://www.reddit.com/media?url=https%3A%2F%2Fi.redd.it%2Fryf8r6kkvqp51.jpg I think I was confused a bit by those additional grips. I thought those were the collectives. I think when first looking at the images, I overlooked or misinterpreted the role of the actual collective. However that means there is a question remaining: what are those additional grips for?
  3. Thanks, but I was also referring to the layout of cyclic and collective. To me it seems that the left pilot is using the left hand for the cyclic and the right for the collective, which is pretty unusual for a helicopter? I know that they also do this in some of the newer Airbus airliners, but in a helicopter I'd say that switching between hands is much harder compared to an airliner?
  4. Do all CH47 have inverted control interfaces for pilot and co-pilot?
  5. I never said that Vulkan is going to drop tomorrow. Just that this can be seen as an indicator that we're nearing Vulkan.
  6. With stable being updated, I think we might be nearing the appearance of Vulkan in public beta.
  7. FSR should work on a 1080ti as well, iirc. Since they also said they'll implement FSR, that might be an option for you. Pretty sure that'll be very system- and settings-specific, just like multithreading. So I don't really think we can estimate numbers here.
  8. Is it also mulish like … well … a mule?
  9. Hm, I'm not sure about that. The Nvidia website indeed states that it's only available on DX12/Vulkan. However, there is at least one game (Assetto Corsa Competizione) that I know of which supports both DLSS 2.0 and FSR 2.0 and although based on UE4, it's DX11 only. No DX12, no Vulkan. Maybe DLSS 3.0 is DX12/Vulkan-only?
  10. Yeah, maybe. But if it was already finished back then? Why not release it immediately? Or in one of the last patches? So there seems to be a bit more to it. I still think that Vulkan is the more important topic, though. After all, this thread is already 34 pages long.
  11. Having bugs on the experimental option is not such a big deal if there is still the standard option with DX11 and ST. Personally, I'd rate Vulkan support at much higher priority than DLSS (or FSR) since it provides the basis for the next-gen engine, but of course that's only my point of view. Don't know how they set the priorities internally.
  12. Is the open beta for the standalone different to the open beta on Steam? I'm a bit confused here …
  13. I was doing some simple comparison ST vs MT and found this small issue during this test. It's really not a big deal, but seems like a bug nonetheless. Overall, MT on my system is doing very well, but being GPU limited at the used resolution and graphics settings, I "only" see about 15% performance increase. Which is very good, given that it's limited by the GPU. Setup: Instant Action: City Tour in the Huey in the Persion Gulf map. I used the graphics preset "High" at a resolution of 5120x1440 CPU: Ryzen 3800X (i.e. 8 Cores) GPU: Radeon 6900 XT In case it matters, I'm running the game on Linux via Proton GE/Wine/DXVK. The setup was done as described in the Steam Deck part of the Support section. I don't think it plays a role here, since in ST everything works correctly, but maybe somebody running on Windows can confirm it, to be sure. Quick test: At the start, turn around by 180°, fly over the street and land directly on the yellow/brown grass next to the street. In the ST there will be dust coming up, in the MT version I don't see that. I also observed the same thing on the Caucasian and Nevada maps in the Huey. Didn't test other helicopters, but I don't think the aircraft makes a difference here. Background: I started the tour, flew to Dubai and then landed in some spot in the city. I did this, because there was grass there and grass has a big impact on performance and together will all the buildings, it seemed like a good test. In the ST version, there was a lot of dust, meaning you couldn't see a thing when landing. I then tried the same thing in the MT version. I made sure that I landed in the same spot (within a couple of meters), but in the MT version there was no dust, I had a clear view the whole time. dcs.log
  14. For HID FFB, you don't use CLS2Sim. You use the Brunner USB config tool that switches between CLS-E mode (for which you require a plugin) and HID FFB. There is a link here on the top of the page: https://forum.brunner-innovation.swiss/ Once you made the switch, it should work in DCS. You can leave the plugin installed, it shouldn't matter and in case you want to try via the CLS2Sim software at some point it's still there.
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