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Berniyh

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Everything posted by Berniyh

  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.
  15. Seriously? There are many more movies in which helicopters play a vital role than fighter jets. Black Hawk Down, Apocacypse now!, Blue Thunder … just to name a few. Titles on IMDB that contain the keyword "fighter-jet": 464 Titles on IMDB that contain the keyword "helicopter": 5507 (And yes, not in all of those does a helicopter play a vital role, but it's the same for the fighter-jet titles)
  16. Sure, but if you compare the amount of fixed wing aircraft to the amount of rotary in DCS, then there's still a big discrepancy. And the last ones have all been attack helicopters, the last helicopter in the (mostly) transport-role was the Huey and that was ages ago. So yeah, I think it was overdue. Keep in mind that these tools played a central role in just about every conflict within the last 60 years. Even today, when fighter jets and attack helicopters mostly lost their purpose. I know that most people prefer just shooting at stuff, but these helicopters in supporting roles can be a lot of fun if the mission/campaign design was done properly.
  17. Why is that weird? Those rockets contain a significant amount of energy, otherwise they wouldn't fly. Remember that there isn't much going on in terms of aerodynamic lift.
  18. I also went back to the CLS2Sim mode, for the simple reason that I'm using DCS (and especially XP12) on Linux and for some reason in the HID FFB mode, the buttons don't work. They do however work in the CLS2Sim mode, hence I chose that. They also work on Windows 7 (have one backup installation of that still), so there isn't something completely broken. Maybe it just needs some quirks, guess I need to get in touch with the Linux kernel devs about this. I also quickly tried to use it in DCS 2.5 (the last Windows 7 version), but that one crashed right away for me, so no luck there either. But openbeta is much better anyway. Will try with the HID FFB mode on an on and off basis to test it. It's quickly switched, after all.
  19. It's not that complicated really. All of those things can be achieved by running a GUI and all of it could be easily explained in a 5min Youtube video step-by-step. It's much harder to setup something like TrackIR on Windows, really. Ultimately, all of that can and hopefully will be automated anyway. It's already done for other games, where steam automatically installs .Net and other stuff as it does on Windows, so all you have to do is to hit the "Play" button and it'll work. I don't know why this isn't the case yet, maybe it has to be setup by Valve (and they have quite the backlog, I suspect), don't know the exact steam-internal process going on here. We'll see …
  20. I kept my other devices connected specifically to test this and it worked fine for me first try. So I don't think that other devices being present was the problem. Maybe there was some other problem.
  21. Just did a quick test earlier on and the FFB indeed works. I do have a problem with my rudder pedal though that I need to fix first, so couldn't yet do extensive testing.
  22. I'm a Linux user since a long time, but gaming on Linux really wasn't an option a couple of years ago, because the translation from DX to OpenGL was a hit and miss. Actually, more a miss than hit, tbh. So trust me, I really want to get rid of DX and was very annoyed by the fact that it is by far the most popular API for rendering in games. However, with the appearance of DXVK, this changed, quite a lot. These days, you can try basically any random game that uses DX9-11, run it with DXVK on a Vulkan-capable GPU and it'll work in more than 90% of the cases just fine. Of course, there are problems remaining, but in most cases rendering isn't one of them anymore. That's how well this works. (Interestingly, DCS was actually one of the few cases where there were problems, since some textures on some maps seem to fail loading, i.e. remained black.) But ideally, everything is run via Vulkan, there is no debate there. I'm skeptical, when it comes to mods, because since these are usually done by people in their free time, you might drive people away by requiring them to learn Vulkan, meaning that maybe some neat ideas just don't get implemented, because the development overhead is too big. So, keep that in mind. Otherwise, I'm team Vulkan, all the way.
  23. Actually, I see it the other way around. This kind of approach will get used more and more both on the software side as well as on the driver side. e.g. Intel already uses DXVK on Windows to get a working DX9 (10/11?) driver without having to implement one, because that's very complicated as well. (Actually, we don't know what they do exactly, we just know that DXVK is a part of it.) Look at it this way: DX drivers are very complicated and overloaded, hence the many driver-specific and also app-specific workarounds that you have flying around. VK drivers (and also DX12 drivers, since that's basically the same thing) on the other hand are pretty slim, there are way less driver-specific bugs to be expected. If you can now take one implementation of DX9-11 (i.e. DXVK) or OpenGL (i.e. Zink) on top of that, which is also better debuggable due to being open source, you could potentially avoid a whole lot of problems. The question "Who has the better graphics driver? AMD, Nvidia or Intel?" will become less relevant in the future.
  24. It's quite funny to read that on a forum of a flight simulator, which requires you to read several pages of technical instructions (or watch a couple of videos), just to take off and fly. xD Can't you just run the server using Wine, too? I know that's what they are doing for other games that don't have a Linux version of the dedicated server.
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