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Everything posted by twistking
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Dynamic Foveated Rendering - Everything in one page
twistking replied to mbucchia's topic in Virtual Reality
Hello, i've got three small questions. I've read all the projects history overview in @mbucchia's github, but i don't understand how DCS does not end up completely cpu bottlenecking itself. The CPU has to prepare not 2, but 4 different viewports. Is the renderer in DCS smart enough to know that one pair is just a zoomed in variation of the other pair and therefore the amount of additional computation is so low? Is there a simple reason why there is no way to directly interface a quadview-renderer with openXR? i'd thought the whole thing openXR has going, is being a standard for everything VR/AR. Why would they not support it natively? Do i understand it correctly, that the original varjo foveated was an extension to the openXR standard (like a addon?) and the "quad views" from the github is also an extension to openXR that interfaces with DCS in the same way, but then uses the openXR compositor to feed a regular stereo image to the f.e oculus quest. So DCS interfaces as it would with the varjo extension and the oculus quest interfaces normaly with openXR and the magic happens in the middle. Is this somewhat correct? Thanks. Ps: Great work by the way! I can't test it myself unfortunately because my pc is too weak for DCS in VR, but it seems to be a great piece of software!!! -
Those that have bad ghosting with DLSS, try to run without ASW/Reprojection, even if that means you have to set a more aggressive DLSS setting. DLSS will never look good with ASW/Reprojection, because it has less temporal information to work with, while at the same time the resulting artifacts (smearing/ghosting) will stay visible longer. If you run a quest, try upping from 72 to 90 hz. DLSS will look cleaner and higher resolution with higher refresh rates, as it gets more temporal information to work with. Do not run DLSS with low framerates. More fps make better visuals.
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i don't know, but i assume that they have mentioned 2.x, since at that point 3.5 wasn't out yet. I further assume that switching to a newer DLSS version is not that big of a deal, so it would make sense that we have 3.5 now. FG and RR are optional and are not required for the DLSS upscaler and DLAA...
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Grass shimmering in 2.9 (really badly!)
twistking replied to CommandT's topic in Game Performance Bugs
disable SSS, restart the game and see if it's better. -
Bouncy clouds with small track IR head movements in 2D
twistking replied to MPK's topic in Weather System Bugs & Problems
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Does SSAA replace the old tree shadows, or does it add on to them? Or in other words, when SSS is enabbled, does it matter what you choose for "terrain object shadows" (flat / default)?
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You mean with little strain on CPU, no? Screen space effects are 100% computed on GPU, no? Also are those screen space shadows drawn instead of the old tree shadows, or are they dawn in addition for self-shadowing f.e.
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only one way to find out;)
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good. then it's probably a FC3 issue. it's probably already reported internally, but maybe go and post a short bug report to make sure it gets fixed asap.
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do you run native res on the G2? does the pixel density slider even has any effect with DLSS on?
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maybe DLSS has issues with your specific multiscreen setup then. if you have tried the usual stuff (drivers, fxo/metashader delete, restart etc.) maybe do a bug report. it's super difficult to judge these things from screenshots (as you mentioned yourself), but to me it seems that it looks worse than one would expect. so maybe a bug/glitch/issue with your multimonitor setting. maybe test with single monitor fullscreen and maxed out resolution just as a comparison...
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that looks very bad indeed. do you have other aircraft modules to test? i could imagine that HUDs need some extra care by the devs to look right with dlss/dlaa/taa/fsr. maybe this is done on a per aircraft basis? to be safe, check with one of the current showhorse modules: apache, viper, hornet... also to be double sure, install latest drivers, delete fxo etc. ... you know the drill...
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is that screenshot your actual resolution? it's extremely low. is this low resolution on purpose? check pixel density (if you run vr)...
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that is, if you do not use any other form of AA. DLAA should run much faster than MSAA and should look better doing so.
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the smaller "mini-header" looks a bit better, but still not as clean as the old steam headers:
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meanwhile all the stable branch peasantry (me included) is waiting on @Silver_Dragon's updated 3d assets post...
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Troop embarking / disembarking trigger?
twistking replied to Irishlad200000's topic in Mission Editor
maybe the unit is actually a different unit with different unit ID after disembarking? maybe don't check for individual units, but for any unit of specified group or any unit of specified coalition? other than that, i'm out of ideas unfortunately... -
have you tried DLAA (not DLSS) and verified that it is actually working?
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you must be in a mp environment. just host your test mission locally from the mp menu... regarding the new splash screen i'm not sure. i think it's a bit much, isn't it? i liked the old one better... it was kinda serene. the new steam header on the other hand looks just really bad. makes it look like a cheap arcade game and is just not a good image. seems crowded and badly unbalanced. also some really rough transitions: carrier deck to explosion looks terrible. https://store.steampowered.com/app/223750/DCS_World_Steam_Edition/
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reported Maverick VIS mode and targeting pod
twistking replied to twistking's topic in DCS: F-16C Viper
it should work, but i can't test right now. does it work for you in PRE mode without using the HMCS? -
Will there be any use for the second seat in a combat environment? I assume the B was mostly developed as a training aircraft, but in case of need would it be flown by a crew of 2, or only with the pilot's seat occupied? Is there ordnance that requires or benefits from a crew of 2 (targeting pods, recce pods)? Is it designed so the second seat can assist with nav or radar in an efficient way?