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Gunnars Driver

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Everything posted by Gunnars Driver

  1. Same here. Actually 3080 coming from a 2080ti feels like a lot of money for a small gain, and probably ”need” to upgrade earlier next time compared to a 3090.
  2. For vr you can use fpsvr. I think it can be used with most headsets now, earlier it said ”WMR headsets only. Its really good for tuming, and also for finding out which part it the limiting factor at each moment. Even more easy to understand than the limit info in FS2020.
  3. If you use the same scenario, same time, for example starting the same mission or instant action, with different SS, I guess the VRAM vould differ. Also guess one with first generation of VR-set with lower resulotion get lower VRAM usage then with Reverbs. I think testing and taking this into the considerations could help some before they buy. I will test with both high and low SS tomorrow, if I have the time. (For me, I think it will be the 3090 anyway).
  4. It should be quite easy to calculate the need for VRAM. It is resolution dependent. The higher the resolution(inluding Supersdapling/pixel density) the more VRAM is needed. I have to limit my settings in DCS with VR among other things, "only" having 11gb on my 2080ti. I have the HP Reverb and use SS150%. I think 10Gb could be a limiting factor for other people as well with Reverb/G2. When playing FS2020 I only hit 5.5Gb or so( 1440P screen), but when FS2020 get into VR, I count on the VRAM to go way higher, with 150% SS 14Mpixels instead of 3.7Mpixels for my 1440P screen.
  5. Is this ED only or are they counting the third party delvelopers in ?
  6. If it is an answer to my comment on the difference between fpsvr and GPU-Z, I already did calculate Gb to Mb and it do not explain the difference. The reported VRAM usage differs by a couple of hundred Mb. Anyway, Im always above 10Gb when gaming. From the memory I saw stutter when using settings very close to 11Gb. My guess is with a swap to a 3080 I would have to lower the settings that affect the VRAM usage.
  7. Im most often above 10Gb VRAM when playing. For this I shot some screens, first being instant action F18 PG, only time below 10.0Gb VRAM. All screenshots with the same settings as I used for the last nine months. I might use slightly lower settings then the mean DCS player. I dont like stutter at all. The rest is all above 10Gb(slight difference between GPU-Z and fpsVR), and it also shows the CPU time Vs GPU time, mostly about 30 to 50% higher GPU times then CPU times. Yes, I need a 3090, both for the VRAM and to use the CPU overhead.
  8. I’m regulary between 10.2 and 10.6 on my 2080ti in DCS
  9. I used Oculus Rift for 3 years before getting HP Reverb in the end of last year. From my opinion, the eqvivalent to Oculus ASW, Motionreprojection, is better than ASW. Maybe not by much but I did get a smoother ride when getting the Reverb compared to the Oculus rift. This despite having a brand new powerfull computer to which running the oculus rift wasnt a to hard job. Im sensitive to stutter and non smooth gaming, and with the Reverb I can happily accept motionreprojection in 45fps and use the overhead computer power to get better visuals.
  10. For me with 2.7K ( 2560x1440) I get 60 fps most of the time With all sliders maxed to the right But the indicator in fs2020 says ”Limited by GPU” most of the times and ”limited by main thread” only in some situations. And as you In DCS with Reverb 120/150% ss Im always GPU limited with the sertings( fpsvr report higher GPU Frame time than CPU frame time). 3090 next. ( looking to get a Pimax 8KX if it seems to work nice with DCS)
  11. Do you get 60fps/4K in FS2020 with alls settings maxed out ? Some other games might create the need for a 3090 also. FS2020 in VR, when released might be hard on the video card. I'm also sitting with GPU as the limit in DCS, settings kept down due to the RTX2080ti, not the 9900KS@5.2. So, a 3090 should help. If it is worth the money, well....
  12. I get this problem a lot more often now than I did before. Using appropriate lighting(all lamps in the room = on) used to make it almost never happen. After the summer I get this problem on and on again. It can be enough to look to the left or right to both get the position changed to wrong position and the 6DOF go to 3DOF. The time to get movement forward, to the side and up/down depends. It also seems that in the begining of a DCS session it most times starts with 3DOF only. Very irritating when knowing it worked much better from the day I got the Reverb. BTW. Reposition in DCS is numpad 5.,
  13. Delete marked line in the picture and copy paste this line: "motionReprojectionMode" : "auto", That should give you reprojection = auto, keep 90 fps when it can and switch to 45 fps with reprojection when between 90 and 45, (and reprojection of below 45fps I think). For the indicator, change false to true in this line: "motionReprojectionIndicatorEnabled" : false, Save the file, thats it. Some people hav ehade problems with more than one "Default vrsettings" file, and changing one not being used by steamVR. There should really be only one but if you have more than one, find out which is the correct one.
  14. Of course considering the 3090. So far we dont know the real spec or the real performance gain (for, in my case 2080ti). Probably a complete package, if I get the Pimax 8KX(still need more info about that), then I might need the 3090.
  15. I’ll look into MRTV review.
  16. VR and SLI isnt supported yet as far as I know in any gaming ?
  17. I dont think the reverb is killing the best hardware. Its a hard load in DCS, but it is manageble and I can work with the settings to have very good flow when gaming. Foir other games, I mostly have all settings on max and 90fps all the time. Waiting for the Pimax 8KX, having hopes.....
  18. Tried Slingload with the Huey for the first time the other day. I set up a mission with the huey grossweight around 7300 and the load was 2200 somewhere, making it max grossweight( normally you have a slightly higher GW with external load but I didnt know/find out). I did set up buttons for connecting the load and load release. I actually think the sling load feature is quite good. I didnt fly very long, only a couple of traffic circuits with landings/putting the load down but for this it was better than I expected. Good tip! Exactly how I do (except for not using auto unhook, I release the load manually with a button, exactly as we do IRL). This( aim ~20 fot higher) is also the way we teach slingload approaches. We use either Decision Height warning on the radio altimeter, or another feature autopilot preset value as markers on the Radio height scale to get a visual cue for how close the slingload is to the ground. I didnt try but it sure would be possible to set the radio alt warning on the DCS Huey as well.
  19. These settings only make a difference in the VMR Home(or what its is called). They do not affect gaming.
  20. Sure they will be removable. They did not limit the manuoverability or even the utility work though. Actually quite good for limiting soldiers to not go behind the pylon( because of the tail rotor risk). Electronics for the weapon system was louded on sleighs in the cargo abd these both incresaed weight and minimized the utility tasks, so they had to be removed.
  21. Yes, basically different ways of naming(and different way to calculate numbers) the same thing: Rendering a higher resolution than the display native to gain in percieved visual quality. I started doing this with my HTPC(Home Theater PC) for my projector cirka 2000. The first popular ting when digital transmission from the PC came( DVI/HDMI) was to pixelmap the picture. = virtually the same as SS 100% or PD 1.0. (...for this discussion at least) After a while the communities found that most DVD Movies was produced with poor quality, low bitrate etc. This gave an Picture not that sharp. Rendering the picture in a higher resulotion than the native on the screen caused the picture to get "washed" from unsharpness when the screen hade do downscale the Picture to native resulotion. = samt thing that happens when SS or PD over 100% or 1.0 with VR. Some report that using PD in DCS use more computer power than using SS in SteamVR settings. In the most cases I would guess the videocard would be supposed to do the hard work anyway, but as we all know the graphics motor of DCS isnt the most modern so its very plausible. For the quality I dont think there should be a difference. (in Movies upscaling a already present resulotion it can be a big difference between different hardware, but in this case there is no picture and it is rendered from zero in any case. The difference we can expect should be only performance wise if we see a difference).
  22. I havent really tried slingload on the DCS Huey( except very briefly one time) but I have a lot of IRL experience. If the question is about putting down the load, its like CPLH says. For helos with Radar altimeter you use it and look at the R.Alt. value when the load leave gound, that is you reference for putting it down. (If no R.Alt use the eyes to get a heigh regerence, preferebly in reference to threes height etc.) When putting it down the sensitivity of course differs a lot depending on what it is you are moving, but as a pilot you dont slam down anything, not even if you sling a rock. Most things a bit heavier will be sensitive so you try to make a really smooth landing for the load. Some things, like buildings/cabins etc made of wood and a couple of tons of weight wont survive even the slightest vertical speed or even any lateral speed. Sling loads should be flown with the ”helo” in your collective hand(positive controll of vertical speed) and stopped completely just above ground and then sloooowly descended until on ground. Do not release the sling overhead the load because it will hit the load and damage both the load and the connecting ring in the upper end of the sling. For normal flying, vertical speed isnt really an issue but you (try to) fly smooth and that limits the practical VS for that reason. For the approach, limit the vs to maximum 500fpm. When speed reduces, you can not have to high vs because the engine power wont be enough to stop the vertical speed if you have a heavy sling load and low airspeed. I dont really know the Indicated airspeed in the DCS Huey st low speeds( many real helos have unreliable IAS below 30knots) but as a rule of thumb do not have higher descent rate than IASx10 of the IAS...that’ll say, 50kt = 500, 40= 400 etc.
  23. The most dangerous part( might get some hit by someone for saying this), is the ”servo transpiracy” in the Gazelle. The hydraulics is made weak to protect the hardware. If you G-load it to hard the controls lock, and you’ll find yourself into deep trouble. This issue/feature is probably the way Colin McRay died flying hos AS350 low and fast. In the UK military I know every pilot was learned about this and also got it showed from an instructor. Its the same with the Bo105, low speed and steep right turn, you might end up with too little roll authority to roll back before the ground bites. We got an extensive training on this and learned to stay on the right side if the limit, and also how to handle the trouble if the stick med the hard limit snd still to little roll response( = lower collective and the secondary effect increase the left roll substantially.
  24. Yes. The need for constant movement of the stick comes from that a helicopter is statically stable but dynamically unstable. If the stick is kept absolutely still in the ”perfect” position there will be a disturbance causing the equilibrum to dissapear. The helo will start to roll or pitch and drift away, if not corrected the drift will cause a pitch up in the drifted direction, and reduced drift. Eventually it will start drifting the other way and pass the origin. After this, due to pitch upp, repeat the story. Each wave will be larger. There is no perfect stick position that can keep it still. To keep position and not change attitude all changes that constantly divert stick position from equilibrum need to be corrected. Normally this is done with as small movements as possible. When training a new helo pilot too big corrections is common and the way top tech is to say ”keep the stick still and the helo will be still”. This is not modelled correct in the DCS huey, keeping the stick still keeps the huey quite still and if doing a correction instead it counters the stick correction with some kind of wobble in opposite direction for a few ”waves” for a stick movement. I can se how this behaviour is made to make it not being too easy to hover.
  25. I’ve only looped and rolled the Bo. :) [Edit]And quite some planks...but they dont count.
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