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Everything posted by Slayer
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Flying the Shark vs Flyign the Huey - First Impressions
Slayer replied to Shein's topic in DCS: Ka-50 Black Shark
I'll be the first to pipe in and say that if the 2 FM's of the shark and the huey are even 50% correct, my respect for the Russian coaxial design is even more than it was... The Huey will be a nice challenge going forward. -
Yes thank you. Now if they would only implement that on the shark I would be happy :) Especially useful if you have a Force feedback stick and just regular rudder pedals since there is no FFB rudder to be held in place by the trim.
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Pulled the trigger. I'm not one of those that will study for a week, so of course I promptly loaded the aircraft and proceeded to takeoff and get my first crash out of the way :P
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You think jet simmers are bad , wait til the WWII purists start coming...In the back of my mind I can already hear the bickering about WEP, bullets, fuel octane and aircraft performance. Ah well at the end of the day it's all good , just shows how passionate people still are about sims in general...
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From seeing the outpouring of sympathy by so many he must have been a great person...we should all strive to have that kind of impact on everyone around us as this man did...
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I've been doing a lot of research/tweaking lately and found a couple of things with DCS: There are 2 types of pixel crawl I see in DCS: 1) "Waves" and aliasing on the ground texture Forcing ANY kind of Anisotropic Filtering(AF) at all is actually causing a big part of the aliasing on ground textures. Once you've put that back to Application control you will see a huge improvement. AF is supposed to make textures crisper when viewed at low angles, but in a lot of cases where the scene is rapidly moving it can also cause more aliasing. Then of course you have to go to even higher AA settings to combat this. It's a vicious cycle. Honestly in DCS I see very little difference in IQ with this left at default. 2) Aliasing all over trees and bushes ( ground clutter ) Requires a totally different kind of AA to handle , especially when you're moving. The only way to get rid of it is using the different forms of Transparency SuperSampling AA. TrackIR really amplifies the problem because of near constant head movement so people that use snap views or joystick panning are less likely to notice it or care.
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I did read that, just impatient is all. I have the 777 for XP and its very nice but tons of small details are missing. I just want a plane with the PMDG treatment. IE I can't stand the default tire squeals on that 777, control surfaces that react instantly regardless of aircraft speed There is some stuff really nice effects you are starting to see in XP commercial projects like fog , icing, streaking effects of wipers, weather radar and glass reflections that you just don't see in FSX. The devil is in the details and I'm sure they will deliver....
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Nope....now it was bugging me so I had to look it up: http://translate.google.com/translate?sl=ru&tl=en&js=n&prev=_t&hl=en&ie=UTF-8&eotf=1&u=http%3A%2F%2Fizvestia.ru%2Fnews%2F541639&act=url It's called Total Combat Strike a multiplatform tank game to compete with World of tanks etc.. but anyways were getting waaay OT for patch notes :P
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I really wish ED would make DCS: World - truly a "world" and have a full global terrain in their sim. Nearly endless area of operations for missions etc. Even if they just put out a somewhat basic global scenery with the terrain they had developed and opened the rest up to 3rd party development. It just seems like Nevada keeps getting pushed back and back again. Even if it eventually does come out how fast will you burn out on "Red Flag" or America was invaded in Nevada scenarios? With F-18's coming it would be nice...I mean aren't aircraft carriers built to project air power around the world? I know aircraft are top priority but surely this would be a whole different batch of devs? Anyways this is a wish list...so thats what I'm wishing for ( besides of course high fidelity fighters, bombers and choppers :P
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I wish PMDG would put something out for XP10 already ~ nothing comes close. Now that would be newsworthy :)
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I've had SLI setups in every generation of Nvidia except the 600 series and now the Titan. It's always mixed results and days of tweaking to get it working ok. Flight sims all in all don't run great with SLI: IL-2, FSX, X-plane etc..but like I said you can tweak and may find success. If you play other mainstream games as well as sims it is still worth the investment but if you only play sims I would say invest in some other piece of hardware like good rudder peddals, SSD, TrackIR, butt kicker or a new stick. I will say that things on the DCS side have improved in recent years but it's still not directly supported still. A limitation often overlooked is video memory ~ by going SLI you don't effectively double your video memory - each card is rendering 1 frame ( or parts of it depending on the mode) very important when moving to larger displays or multimonitor setups. So using 2 elcheapo 1GB cards you still only have 1GB available to render with. Lots of people make the mistake thinking they can buy a lowend card then later go with SLi and it will be better than an highend card. Not so. If this is the case just hold out and buy the fastest card with the most memory at a later time and save your money.... Edit: not to mention the cost of upgrading to a high quality PSU that supports SLI ~ these can be pricey and if you cut corners it will come back to haunt you....unstable and can't figure out why, burn't cards or worse yet burnt MB and cards.
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Wasn't ED also working on a tank game with another company....some faint echo in the back of my mind....can't remember a name or a website though.
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I'm guessing the Mig will no longer be the "first" 3rd party addon at this point...
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Nvidia 314.22 March 25th WHQL release
Slayer replied to Quirkitized's topic in PC Hardware and Related Software
A lot of the old Nvidia info here on these forums is incorrect Here's how you get rid of ground/bushes shimmering: Nvidia Control Panel or you can use NVI if you want~ - Do NOT use any AF setting at all - Leave on application controlled it WILL shimmer if you turn it on then no other settings will help. - Leave the default AA settings and control them in game ( I use 16xQ) - Antialiasing Transparency - 8x(supersample) (This will really help eliminate shimmering a lot) - TSSAA (in game setting) can help reduce it a bit as well but for some people the performance hit is too high on newer Nvidia cards seems to work ok. If your hardware can hack it the very best setting to kill shimmering is to use Nvidia Inspector and set Antialias- Transparency supersampling to: 8x Sparse grid supersampling , this gives the very best picture but is hard on my system even with a Titan.....but I'm using 3 screens so you might be able to use this. Edit: The best mission you can test this on is with the "P-51 cold start Viziani" lots of ground clutter there, just look over your left shoulder. -
IRIS? What happened to the IRIS section in 3rd party projects? Did they quit development for DCS or is it a site issue?
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I don't OC the TITAN for DCS yet as I think DCS is mostly limited by CPU. There but is definitely some OC headroom with this card though for other games. No advantage to the extra cores but the CPU has more cache and is fully unlocked. I built last year and the chip you want wasn't available so I went 1 step down from the extreme. My only watercooled component is my CPU ( C-100 cooler) I run at 4.4 GHZ ( performance above this seems to have diminishing returns and the increased power usage and heat doesn't seem worth the additional risk) I've had it cranked to 5Ghz with a small A/C blowing on my computer to increase the cooling but I'm just too paranoid running that fast :P EDIT: Sidenote for anyone that cares~ X-Plane 10.2 x 64 ate all 6 gig of memory on the TITAN with close to max settings - Guess that ends the argument that a game will never need/use that much~
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You asked for it: Transparency anti-aliasing: TrAA describes AA types such as Transparency Multi-sampling Anti-aliasing (TMSAA) and Transparency Super-sampling Anti-aliasing (TSSAA) that are designed to handle flat pictures with see-through areas (Billboards, Decals or Point Sprites in 3D graphics lingo) differently from real 3D models. In a 3D scene, there are two main ways of displaying items that have see-through areas, such as a tree. If the tree must appear real from all angles, a 3D model is used. But if the tree is seen from only one angle or from far away, one may be able to get away with displaying just a flat picture of a tree in that location, thereby rendering the scene faster. TrAA applies to such flat pictures. TrAA exists because flat pictures are not handled well by MSAA. This is because flat pictures do not have any geometry associated with them and AA methods other than SSAA derive most of their samples from geometry. TMSAA: Allows MSAA to eliminate aliasing on transparent textures for a minimal performance hit. Performance hit at a given number of samples is constant regardless of the amount of the screen covered by transparent textures. Works by adding an alpha test to MSAA. So effectively it's as if MSAA thinks that transparent texture edges are geometry edges. TSSAA: Huge performance hit. Performance hit depends on the number of pixels covered by transparent textures and the number of samples you use. May cause transparent textures to become blurry. Can be less effective then TMSAA sometimes. This works by rendering to multiple offscreen buffers in passes. If the alpha test fails it runs the pixel shader once for each buffer. If the alpha test passes it runs the pixel shader once and fills the same slot in all of the buffers with that color. The buffers are resolved the same way SGSSAA is. This is because SGSSAA is just a hack that causes the alpha test to always fail and therefore apply SSAA to all pixels. Source: http://www.overclock.net/t/1329979/anti-aliasing-the-basics I think what it boils down to in regards to DCS (correct me if I'm wrong)is because of the flat tree models, decals and damage textures etc. Could be the only way they could get decent AA. In reality it looks better but you have to look very closely to tell the difference. I do have a 4th monitor hooked up adding that to the mix at 5880x1848 ( can't use fullscreen- only able to to that with surround displays only. A-10 and SU 25 (1st instant action misssions) about 22 FPS with TSSA on and about 35 with it off. everything else is maxed out including mirrors on etc. Over 3.5GB video mem being used 99% GPU. Performance is way better with just the surround displays in full screen.
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TM Warthog and USB power after shutdown
Slayer replied to blksolo's topic in PC Hardware and Related Software
As Tailhook said update your stick and throttle firmware...if you go about unplugging and replugging your stick all the time you'll end up wearing out your USB port then the cord will fall out .....My GF wore out the USB ports on her laptop doing this and the only way to fix it is replacing the board. -
Personally I use the TMWH. Nothing like the feel of heavy metal in your hands. Bought it the day it came out ~ no regrets. Get used daily. Another option to consider as well is the Saitek X-65, it is a force sensing stick (kind of like what they use in a real F-16) Some people really like it , others can't get used to it. I believe this is a metal stick as well . http://www.saitek.com/uk/prod/x65f.html about $400.00 too... I've owned many Saitek products throughout the years and generally they are reliable ~ kid still using my old X-52Pro and it's real old..
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Cougar MFD with Lilliput UM-80 8" USB Monitors
Slayer replied to KLUTCH's topic in PC Hardware and Related Software
Go get the newest displaylink drivers @ http://www.displaylink.com then see how it works. They have 64 bit drivers there....should work fine. -
Recieved the TITAN yesterday and spent all evening re tweaking all my sims. All I can say is it is amazing. No benchmarks to show yet but DCS wise I'm never below 60-80 FPS with 3 screens @ 5880x1080, Thats with everything on max. The weird thing is TSSAA is chopping about 20 FPS off so turning it off normal average FPS is in the 70-90 range (A-10 and P-51) it really skyrockets when flying SU-25T. On my 680 there was hardly a drop in FPS at all with TSSAA but on or off I was running around 35-45 FPS average. Probably just because it's the first release of he drivers for this card would be my guess. Edit: If anyone cares X-plane 10.2 x 64 using about 3.8GB vieo mem~close to max settings~ You still can't max this out on todays hardware. The shadows look like garbage as they did on my 680, not sure how to correct that yet....
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I believe it's caused by an option in the mission editor, if used it includes the view.lua . This has been discussed a few times before ~ I thought they changed it so it doesn't do that anymore. Could be old missions that were updated through different versions of the mission editor but I can't remember 100% and too lazy to look it up :P But yes deleting the view.lua out of the mission fixes it.
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TITAN is made for multi-monitor , 690 can't hold a candle to it in this arena...only 2GB is really available as a framebuffer(as with any SLI setup) X-Plane 10 for example eats 2 GB not even close to max settings...few others come to mind as well. Looking forward to not doing the tweaking settings dance to keep it below that...
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Titan inbound :P Got the in-stock notification the second I happened to be checking my email and pulled the trigger~was sold out a couple of minutes later.... N82E16814130897 VGA EVGA|TITAN 6GD5 06G-P4-2790-KR 1 Adult signature required on delivery UPS Tracking Number: ******************* (Shipped from Industry, CA) Shipping Time:3/13/2013 1:31:20 PM