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twistking

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Everything posted by twistking

  1. maybe those encyclopedia entries could be made as a community wiki project. ED would then only need to moderate and push updates...
  2. It would be very useful if the encyclopedia would also contain basic/typical mission parameters: Cruise speed at different altitudes, typical altitudes for different missions etc. The tanker f.e. should include typical AAR parameters for all AAR-capable jets...
  3. First of all, i agree that this curse of broken nav lights at distance need to go away. I'm not sure if the solution would be to use the spotting dots though. Currently (at least in 2.8) nav lights vanish way before the spotting dots should kick in. On the other hand, rendering lighting sprites at distance is not a complex problems: Much older games do it convincingly since ages... I think ED just never bothered. Hopefully they do now... And yes, distinguishable red/green would be much appreciated... at least up to a certain distance...
  4. Is the MR switching itself notable? I mean, do you notice everytime it occurs, or is ist that you eventually see those artifacts and therefore realize it must be on?
  5. custom nose-art for the warbirds would be similarly cool.
  6. i see. so you have forced motionrepro off and just live with the slight jutter if you dip? in this case, spatial reprojection is still active though, correct?
  7. thanks for the reply. a few quick follow-up questions: G2 can run at 60hz natively? Can it do other refreh rates as well, or only 60 and 90? When you use motion reprojection on openXR, does it automatically disable the WMR motion reprojection? Is it very much notable when motion reprojection kicks in (from 90/90 to 45/90)? I mean apart from the artifacting accuring with motion reprojection, does the actual switching create judder or freezing the moment it changes? Have you experience with oculus ASW compared to openXR motion repro? I have a quest 2 and find ASW surprisingly effective there, but have not tried with DCS, because i would never be able to even reach 30fps...
  8. You should give it a try nevertheless. If you have a good flightstick (precise, no deadzone, good centering ability), you can make the aircraft response sharper without loosing the ability for fine adjustments, but it's a compromise of course...
  9. It does not work at all on ST. That makes it a very effective indicator.
  10. Hello, i'm plannnig to get into VR DCS, but still have many questions before i make the expensive step. How has motion reprojection evolved over the last years? How does DCS cope with motion reprojection? Are there still problems with f.e. the warbird's propellers causing pronounced artifacting? In "common" VR games that i've played, i did not really notice ASW being on (45->90). Will that translate to DCS? How do different implementations of motion reprojection differ? Is oculus (ASW) still the best solution, or did the others close the gap? Did openXR change anything in that area? Has openXR it's own motion reprojection? If so, how and where would you choose which reprojection to use? How is spatial reprojection handled with OpenXR? I assume that spatial reprojection is done by the HMD driver and not openXR. Is this correct? I further assume that spatial reprojection is always on and cannot be forced off, correct? Thanks.
  11. I can think of two reasons. Firstly mavericks can be intercepted. It's safe to assume that they are more difficult to intercept while they're fast, therefore the longest shot might not always be the best bet. Secondly you'll want to keep the element of surprise: Vehicle crews might take defensive actions when they see a maverick hit near them... not so much when we're talking about AI vehicles in DCS of course...
  12. If you suspect that your issues with the FM might be related to the side stick, isn't it just a sensitivity issue then? Have you tried adjusting axis curvature to make controls more snappy?
  13. But then i'm sure that DLSS helped a ton of people to realize they've been running the ST built the whole time...
  14. That's not what i mean. The G2 runs natively at 90Hz. So you're capped at 90fps no matter what. But that's very good of course, as long as your system can keep up. If your system could not keep up, it should automatically fall back to 45+45(motionRepro): Not ideal but probably still good if you can live with the artifacts from motion reprojection. I was wondering how "bad" it would be to run with framerates below native HMD refresh without motion reprojection. Either by capping the ingame fps to some arbitary value below HMD refresh or by having fluctuating FPS below HMD refresh due to performance limits and disabled motion reprojection. OK. Thanks. Did not think of that.
  15. I wonder if a VRR (variable refresh rate) would be a good idea. Sure, frames would be pumped out at irregular intervals, but at least there would be no additional stutter from temporal missmatch. Maybe spatial reprojection could not work correctly with VRR? I could imagine that it needs predictive frametiming...
  16. thanks for the reply. ok. i can see that maybe someone would want to cap fps to half of HMD's native Hz on a 120Hz capable HMD, if the person does not want to use motion reprojection, but everything else seems to be a terrible idea: Lower than 60fps must be nauseating and every capped FPS that is not half/quarter of antive HZ must add stutter/judder. Don't want to shame people that enjoy it that way, i'm just interested.
  17. Hello, i often see people stating that they run VR at "60 - 80 fps" or similar. So they either give a range of fps, or they state fixed fps like 60, which does not relate to the native frefresh rate of any headset i know of. What's going on here? Is it technically possible to run VR with a capped or uncapped "arbitrary" framerate (without motion reprojection)? Would this not give a horrible experience with juttering due to frametimes "not matching" the HMD? Would spatial reprojection even work correctly with unstable framerates? Thanks.
  18. I mean that i do have a decent technical understanding about the things discussed here. I'm not involved with ED or Nvidia, no! But shader compilation is not a phenomenon exclusive to DCS obviously, so one can make educated guesses without being an ED developer. In fact, i would cautiously argue, that i'm not speculating at all. Maybe that's semantics only, idk... This thread established some undisputed facts about shader compilation and related, potential issues. The only speculation is why ED can't just solve that whole issue automatically with each patch and save us from future discussion like these. I'll give you that i cannot know the anwser to that, but take a look at @Art-J's post again: Automatic shader-wipe worked for a while, then broke again. Knowing ED that seems very plausible. Speculation?
  19. there is a "detect in zone" trigger in unmodded dcs? i must have missed that...
  20. True, but i don't see buddy stores coming any time soon to be honest. But to be fair... there are more important things to worry about... Your point about the incoherent setup of the later version is absolutely valid of course and it can hopefully be fixed rather quickly by shaving off the antennas..
  21. wouldn't it been better to have both models represent the same configuration? having a set of matching aircraft in a slightly ahistorical config for a specific missions seems better than having two different models sitting side by side on the deck, each representing a different era...
  22. Going by the changelog, our little YAK has LODs now. Finally. What else is missing? Does the radio work with the new VoIP? Has the engine simulation been improved in regards to engine management and over-heating? I haven't flown the Yak in years (too depressing) so any feedback appreciated. Should i give her a spin as soon as 2.9 lands on stable?
  23. @dutchili https://forum.dcs.world/forum/253-bugs-and-problems/
  24. I'd dare to say that i'm speculating from a position of technical understanding. I get your argument about noise, but -to be honest- the video you posted adds more noise than our little discussion here. We are arguing about minute details, while the video is just wrong (with probably more clicks than this forum thread). Again, not a big problem, because it's not harmful advise given, but still -technically- wrong (and egregiously unscientific: i watched it again and the author never even discloses if he saw benefits from deleting the shader cache. so i assume he did not.)
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