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Eclipse

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Everything posted by Eclipse

  1. Could you share what those other means were? I attempted to set up a flight of Ju-88s to carpet bomb a city and they only dropped the external bombs, even though I had them set to drop all bombs and they had internal bombs in the bay. Is the workaround to just not use the carpet bombing action, and use a regular ground attack action? I just thought of trying that while writing this. It's a shame the 88 that is modeled had it's level bombing capability removed to accomodate the torpedoes, which I assume is true. I promise I'll behave like an adult if you respond
  2. The General Flight Model will be a huge improvement. The demo I saw maybe a year or so ago was very impressive. Anyone who has a "the team is bad at doing X" attitude has no concept of how complex and difficult the "X" actually is. I'm looking forward to seeing how DCS continues to evolve over the next year, next few years, next decade... Thanks for all you do!
  3. The general flight model for AI will be one of the best improvements to DCS in a long time, when it eventually is released. Authentic maneuvering and dogfights in the incredible DCS warbirds with AI planes that follow the same physics as player aircraft with no UFO behavior will revive interest in the WWII through Korean War periods like nothing else could. It will revive my own interest, at least. I assume I'm not alone in this! There are so many incredible things being developed right now. The multithreading and rendering reworks and so many other "under the hood" modernizations have been huge. Prior to these I could barely handle multiplayer in VR on my PC, and now it's a low 30s framerate with suitable settings but it's relatively smooth so it's still enjoyable. It's a very noticeable improvement. Not every update helped my situation but in total it's been a good step up. Vulkan and further VR rendering efficiency improvements down the line will only make it better. We are still only seeing part of what it will eventually be, which is exciting. I can't imagine how complex these projects are. The ED team should be proud of all they've accomplished. It's a great time to be into DCS!
  4. Just wanted to bump this post, as this issue still exists. Thanks
  5. Just bumping this post - this issue still exists. Changes to VR controller assignments are not saved properly, as described above. Thanks
  6. This issue still exists - there is still no VR controller laser pointer in the MT client. Happy new year!
  7. I reported this issue back when the multithreaded client first released. I have never seen it acknowledged either. The VR controller laser pointer is still not there for me either, as of my last flight about a week ago.
  8. I see. Either that was a different issue or it has returned, then. My guess is it's related to mission/server load. Liberation missions have a good bit going on. Hopefully it gets sorted out soon. Until then we'll have to make sure we have hornets available from airfields as a backup plan.
  9. When was that fix releaaed? We use the open beta, MT client and it was up to date as of Wednesday December 13 when I had the experience I described.
  10. If only that worked. Even in full afterburner he just continues that motion and will not launch the aircraft. I haven't been able to find this signal when searching flight deck hand signals online. The wand is at waist level, held pointing up, and it is moved slowly back and forth across the body. This failure to launch issue and the instability of the aircraft sitting idle on the carrier deck interrupting ordnance loading and causing the jet to tip over and explode are pretty big problems. Hopefully they can be resolved in the near future.
  11. I spawned in an F/A-18 on the Supercarrier in a Liberation mission. While starting up, I attempted to rearm, and repeatedly got the "Hey, what are you doing?" message as if I was moving. I was at idle with the parking brake on, but my aircraft was bumping and jumping around every several seconds or so, which was interrupting the rearming process. After many minutes and several rearming attempts, I decided to launch and go to the nearest friendly airfield to rearm and go fly my tasking. However, the cat crew hooked me up and then would not launch me - the director was waving the wand back and forth across his body repeatedly, whatever that means. I decided to return to spectator and re-slot into the F/A-18 to try again. On attempt number two, I spawned in, and still got the "Hey, what are you doing?" a few times, but the rearming was successful. My aircraft was still bumping around like before, and I was still at idle with my parking brake on. Then came an especially big bump, and my aircraft was on its side resting on the left wing and left gear. Then my Hornet exploded. This was a Liberation mission, hosted on a dedicated server with a fiber internet connection, and pings were low and stable. At this point, Supercarrier appears to be unusable. I hope this report helps, and I hope Supercarrier gets some much needed bug fixing soon! I attempted to attach the track file, but it is 102MB, and the limit is apparently 50MB. I uploaded the track to my OneDrive, here is the link: liberation_nextturn-20231213-212338.trk
  12. I think the biggest reason for this is that the DCS engine supports VR in a brute force kind of way. As I understand it, each frame is rendered twice, once per eye. Add in whatever additional overhead there might be for VR and that's a huge performance hit. Thankfully more modern methods are out there, which ED has been working on implementing for a long time. The engine wasn't designed with VR in mind so it's a massive undertaking. We're all certainly very much looking forward to the future improvements! You're probably aware of all this already, but I wanted to put it out there.
  13. I just tested with Motion Reprojection disabled, and I see the same as you, I think. I loaded the free flight over Normandy in a P-51, the same as one of my tests the other day. Flying straight and level for half a minute or so, my framerate fluctuated between 53-61 fps. While rolling while looking at the ground, my framerate dipped into the 45-52 fps range. It was definitely better than what I experienced prior to the graphics driver update. But rather than the motion being a bit "blurred" but mostly smooth as I would expect when having a framerate lower than the refresh rate of the headset, it was choppy, with significant stutters at fairly regular intervals throughout the maneuver. I'll be leaving motion reprojection on. This way it is smooth, with a stutter/tear in the image only maybe once or twice in a 360 degree rolling maneuver (with eyes on the ground). My DCS settings are attached. I also run my Reverb G2 at 75% of its native resolution, and I only use tweaks in the Appearance tab of the OpenXR Toolkit, for color, saturation, contrast, shadow, highlights, etc. - no image scaling, foveated rendering, or anything like that. I hope this somehow helpsnull
  14. The problem I was having was that with motion reprojection on it was a mess, where previously it was smooth. So I wanted to report that the updated driver apparently fixed it. But yes, I will test with motion reprojection off and update you. I should be able to get to it sometime tomorrow.
  15. nullSure, mine are uploaded for you. It looks like mine are mostly the same, but one thing I noticed in your global settings is power management mode being set to NORMAL, where mine is at PREFER MAXIMUM PERFORMANCE. It didn't see that option in your shot of the DCS application settings, so maybe yours is already set that way. But I would try that if it isn't. The only other difference I saw was Virtual Reality Pre-rendered frames. Mine was set to 1 for as long as I can remember. I set it to USE THE 3D APPLICATION SETTING while troubleshooting this issue. Changing it to this didn't help, but it also didn't hurt, so I figured letting the application decide was the better way to go. Good luck!nullnull
  16. Just wanted to report progress in my case. There was an updated Nvidia driver that released May 2 which I did not get a notification about. I installed it, and tonight with motion reprojection on it was smooth while rolling and maneuvering around lining up targets, tracking bogeys in a furball, etc.. There is a hitch or artifact here and there, but overall it's about as smooth as I remember it being. So, the biggest issue for me seems to have been Nvidia drivers. I have not tested without motion reprojection, yet.
  17. Just wanted to report progress in my case. There was an updated Nvidia driver that released May 2 which I did not get a notification about. I installed it, and tonight with motion reprojection on it was smooth while rolling and maneuvering around lining up targets, tracking bogeys in a furball, etc.. There is a hitch or artifact here and there, but overall it's about as smooth as I remember it being. So, the biggest issue for me seems to have been Nvidia drivers. I have not tested without motion reprojection, yet.
  18. Same here, a significant amount of performance has been lost compared to when MT was first released. I have tried every configuration of game settings, reprojection on/off, OpenXR settings from the Tools for WMR, tried going back to SteamVR instead of WMR, nothing gets it anywhere close to how smooth it was when MT first released when I used all the same settings I have now and Motion Reprojection set to on. It seems that the issue spans AMD and Intel CPUs, AMD and Nvidia GPUs, and multiple headsets, so I assume it's a DCS issue. * EDIT * There was an updated Nvidia driver that released May 2 which I did not get a notification about. I installed it, and tonight I was able to fly again with motion reprojection on and it was smooth! So, the biggest issue for me seems to have been Nvidia drivers. Even though I think some performance has been lost recently, I can at least smooth it out now with motion reprojection like I did previously.
  19. I have noticed this issue, as well. It settles down after some time, but in the meantime frame time spikes and tearing are pretty bad.
  20. I am seeing the same thing - worse fps and smoothness in MT compared to ST. When MT was first released it was much smoother than ST with higher framerate, and it remained smooth even in multiplayer up to 40-50 clients or so. But now performance is worse than it used to be and it is not smooth.
  21. In my experience performance is worse now than it was when MT was first introduced. Very noticeably worse, no matter what I do. I get better performance/less severe ground stuttering and tearing in St than I do in MT. This was not the case when MT first released. At that time running MT, OpenXR, and motion reprojection on, rolling was almost completely smooth, with frames up around 45. Now fps is considerably lower and not smooth at all, no matter what setting I lower from where they've been this whole time. There is a problem that needs to be fixed. It's not a good experience at the moment, where before, just after MT release, I was very happy with that first step. Now it's worse than ST. I noticed yesterday that my CPU utilization is very low in MT. If memory serves that was not the case when MT first released - at that time MT used more CPU than ST, I believe. Unfortunately I don't have actual data/screenshot available, but that is how I recall it. At any rate, a problem was introduced that needs to be fixed. Until then I'll probably not fly DCS much.
  22. I have seen the same thing. I tested earlier today by putting together a mission on the new Normandy map, with 12 warbirds per side for a total of 24, spaced far enough apart that the two sides are out of visual range of each other. I fly in VR using OpenXR with motion reprojection forced on, and mostly low/off settings in DCS. In MT, I get 22-24 fps and things stutter badly when I roll repeatedly 360 degrees while looking at the ground. Previously in MT, OpenXR, and with motion reprojection forced on this was almost smooth as glass. Testing the same mission in ST was a bit better - I was locked to 30 fps while not rolling, and at about 26 fps while rolling, but it was also very noticeably smoother, less stuttering. It's bad enough right now in MT that I can pretty much forget about dogfighting. It's almost impossible to maintain visual contact if the line of sight has the bandit between me and the ground. I'm sure it will be fixed (hopefully soon!). I just wanted to report my experience.
  23. I have seen the same thing. Performance in VR seems to be worse now than it was when MT was first released. Rolling while looking at the ground stutters very badly. It makes it very hard to fight, constantly losing sight of a bandit because of the hitching and stuttering. When MT was first released, I got almost completely smooth frames while rolling and looking at the ground with motion reprojection forced on, locked to 30 fps. Now I get 22-24 fps or so, and it stutters badly.
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