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Everything posted by Gunnars Driver
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Doesnt really work that way. If you are at a bigger airport, like any of the four airforce bases I have been based on(or the other maybe 200-400 airports I’ve been to you land where you are supposed to land and then you taxi. In my case taxi on wheels for the two last helos I did fly and do fly. If on skids you Hovertaxi, and there is absolutely no danger in hovertaxing downwind, unless the wind is above the limit for tail- or crosswind hover. You wont get into VRS when hovertaxi at the recommended height for your helo. The statement to only hover into wind is not valid.
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Too bad. Not that my DCS/VR runs bad but I did off course already count in 20% more performance....so this feels like a 20% performance loss :doh: Have to test it anyway... :-)
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Do we have confirmation that ithis setting give us better gaming performance ?
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Word ! :thumbup: Where Im from we just say ”pedals”. But any term that others understands is fine :)
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No, not really. Dead mans curve is a height -airspeed diagram connected to loss of engine power. To be perfectly safe from VRS you might need more than the height velociry diagram. For twin engined helos as this one, not all helos even have one, and if they have, the heights given is not safe for VRS recovery. [Edit]Adding some info here instead of making a new post: For the Bell412: Source: accident investigation https://www.mlit.go.jp/jtsb/eng-air_report/JA6817.pdf We lost an 412 in an similar accident years ago. 500’ GND for an minor VRS, and the height velocity diagram sat 375’ GND:
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The video name is Settling with Power, and in US it has been deemed the same thing as VRS for ever. I think FAA recently aknowledged settling with power as another issue, finally. I wont go into discussion about the definition, as a long time pilot I know these discissions never end( just google in any forum). Anyway, thrust me, its was VRS. Settling with power ( the new interpretation) is simply trying to hover with less power than needed which isnt the case here. If it was, the helo woudnt start to sink that fast and the ground effect would at least helped a bit on the way down. The VRS Entry and exits I did the other week for my civil ATPL was exactly as in the video except for having lot more altitude and no need to walk from the excercise :-) http://www.copters.com/aero/settling.html https://www.skybrary.aero/index.php/Vortex_Ring From FAA Handbook: https://www.faa.gov/regulations_policies/handbooks_manuals/aviation/helicopter_flying_handbook/media/hfh_ch11.pdf
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I dont really taxi against the wind that much, the fact that most takeoffs are against the wind makes the percentage of downwind taxi and airtaxiing higher than against the wind. This video most probably shows a VRS coming from quickstopping hard with at least no headwind or a downwind composant:
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I’m telling you the real life facts of VRS. Vih is a way of describing the speed of the downwash with a calulation based on weight, rotor diameter and the density of the air. If you are descending with the value of Vih and also a lot of power, you’re in high risk of getting into VRS. If you look at the post Ramsay linked to you have a table with colored values of different descent rates, also described on terms of shares of Vih( 0.X times Vih). Green is safe, red is dangerous and the progressive colors between is increasing risk of getting VRS. Stay in green and houre safe. There is three parts needed to getting into VRS in a descent: - Descent rate high enough(as per the formula) - Power high enough( 20% is not enough) - Descent angle is more or less exactly vertical in still air and if not still air, angled so you fly with thame directionnand speed of the wind. Take away one of the facts and you won’t enter VRS. IRL last point is the hardest: if trying to get into VRS it can be hard to follow the wind absolutely perfect and thereby not developing VRS. The reason it is so dangerous is that it wont come each time because it hard to actually stay with the exakt speed of air. Pilot can do ”dangerous landings” a lot of times feeling safe and the next time develop VRS.
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Yes, and if you look at the safe levels in my other post(as per your link earlier), the safe level is set to 0.3 x Vih. 0.4 is amber meaning that you are closing in to the downwash and safety is slightly reduced. 0.3 x Vih for that R22 = 500fpm. The VSI (vertical speed indicator) has some lag due to how it need to be built, and to be sure not getting above 500fpm due to the lag, the common sense tought at flying schools to students flying smaller lighter helos is 300fpm. Thats the reason you can read 300fpm in a lot of places. However, this doesnt mean that you will get into VRS at 301fpm. High risk of entering VRS will be reaching 0.6Vih or above, thats 900fpm, for that R22.
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Nope, you wont. IRL most helicopters airspeed indicator reallty doesnt show reliable airspeed below 20-30 knots( depending on type). In m o s t cases you need to se zero on the ASI to be able to enter VRS. The air speed can not really be higher than the indiudeced downwash, otherwise you fly out of the VRS. In real life, max 20knots TAS. The 300f fpm minute is the value you learn helo students, mostly flying light helos with small downwash-numbers, but 300 is the safe level with some margin even for the helos with the smallest downwash. Those numbers Ramsay referred to is true. It is very easy to prove. This is because there have been a lot of research and most(actually I’d say all) of the research results agree. There is a lot of info on this. I you are sure its wrong, you might want to call NASA and tell them their data is wrong... Basically, VRS is a question of descending into your own downwash. If you fly a light helo with lower speed of downwash, you’ll enter it with a lower descent rate. If you fly a heavier helo with higher speed of downwash, like the NH90 in my avatar; Im the pilot flying in that picture, you have to descend faster to keep up with the downwash speed. For the same helo, being lighter causes lower downwash making the helo enter VRS at a lower descent rate. Higher weight gives faster downwash and thereby ois safer when it comes to VRS only. Hot and high, in thin air gives faster downwash, so you have to descend faster to reach the downwash and VRS. And for virtually any helo 20% TQ isnt enough to cause VRS. 20% TQ is around what it takes to just turn the rotor flat pitch at 100% NR. So youy need more power than that. Of course it depends on the type, but id say as a general note, 40-50% or more. I actually did some VRS entry the other week. Was a proficency check for my civil ATPL papers. I did actually have 0 feet per minute but I did fly downwind and raised the nose to reduce speed and keeping power high when speed reduce to zero to enter VRS. For these the goal was to show that I did the correct action early when entering VRS, lowering nose and flying out of it before it develops to a more dangerous situation. https://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/20060024029.pdf https://pdfs.semanticscholar.org/bad8/f350815c2b754cd3472bc254238484b06bd6.pdf
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I might have missed it in the thread, are you using Open Beta 2.5.6 or ? Did you follow the thuds guide for Reverb setup on vr4dcs.com ? -I'm asking because there is not only one trap to fall into. Low fps etc might have multiple different causes and deleting shaders might fix one of the issues, not all. That giude is very good when it comes to the things to do. For example update to latest windows10, 1909. If you hade Everything running like a Dream, then installed 2.5.6 and got stuck with very low fps...then I really Think this thread is good. If not, I Think following the thuds guide is a good starting point.
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Could the lower FPS after 2.5.6, be because of windows version 1909?
Gunnars Driver replied to GVO's topic in Virtual Reality
At least with VR-sets using Windows Mixed Reality(Reverb at least) there seems to be a big advantage to update to lastest windows 1909. We had some cases in the forum that got helped by this. This was mainly before 2.5.6. I would get 1909 asap regardless of VR-set, if no other specific information of quality said otherwise. -
The whole NVG thing is badly modeled and not even close to real life NVG flight. Its ”Arcade mode” at most. The instrument lighting is always filtered from getting magnified in the NVG. That means lightning in cockpit and instruments are invisible for the NVG. All instrument is dark seen in NVG. The NVG Focus is set for visible ranges outside the cockpit, leaving everything i side blurry. You can not read instruments with the NVG set for flight. NVG Field Of View is around 40-45 degrees. A lot less than VR-goggles. The very specific part of flying with 40-45 degree of FOV isnt there with DCS NVG. IRL you look underneith the goggles to see instruments and maps etc. This should be remade so you see a ungoggled part underneith the goggles vhich should see the instruments but outsidu should be dark. The FOV should be 45 degree inside VR. The NVG should not see cockpit light and the parts seen i side shouldnt be that sharp.
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I dont really understand the question ? NVG produces green light som thats what you see when looking in them.
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Yes, correct. To confirm that its actually is working in "auto" you can look at the fps counter in dcs or fpsVR. With no reprojection(= off) the frame rate will be either 90fps or exactly what your rig is able to produce if it is lower than 90fps. You can see virtually any number, depending on the load on the CPU/GPU due to the Graphics drawn at the moment. With reprojection in auto, you should see either 90fps when the rig can deliver, or 45 as soon as 90 fps can not be reached. In game, this means mostly Reading 45fps very steady for most gamers. If 45fps in not reach due to too hard load the fps counter again will show the fps actually delivered as reprojection is off below 45fps. In the DCS fps-counter with reprojection on there might be a very brief moment when the counter leaves 90 fps and goes down to 45fps, and vice versa but only for som tents of a second. Buth you shouldnt read it continlously varying at any number. We have seen some people not getting reprojection to work, why I can not tell.
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In the bottom of stuartastons post there is a bold text ”VR stuff” and next right of it ”My DCS VR Settings”. Klick on it and you will see.
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There is cordless solutions, as options/add on. There is high resulotion kits. There best current kits. Not compatible with asked price range though.
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It might be a question of how your system works but I would say defenetive "yes, recommended". Reprojection for windows mixed reality (and Reverb) uses 45 frames per second. Each frame is used twice and the second of each frame is extrapolated by motionvectors. Ie, the system reuses the frame but changes the position of the frame depending on the Pictures movement( movng ground+ head movement). I also have the Oculus Rift since more than 3 years. My experience from the Oculus and reprojection (called ASW by oculus) is that is is quite prone to double pictures(Ghosting where the reprojected Picture isnt in the right Place). With the Reverb, for me this is not an issue. I have seen ghosting but it has been very rare. I use reprojection in auto and for me its very good. If I play with it off, the gaming isnt smooth and I experience stuttering when below 90fps. First DCS flight with reverb was a chocking expericence due to the stutter. After 3 minutes of flight I enabled reprojection in auto and this fixed the issue, again in chock(positive) due to the very smooth gaming, without any ghosting seen.
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You might make a print screen of fpsVR when the spikes happens. Is it CPU or GPU that spikes ? (And as per our messages, check the RAM usage when it happens.)
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BMGZ06 hardware is in his profile. He doesnt get 90 fps all the time. No one does really at least not as graphic settings for good gaming comes at a cost. Did you do your setup as per thuds guide at vr4dcs? You should start by doing this, and set options to low initially. Use Beta in software ”Windows Mixed Reality for SteamVR” (but not in SteamVR Software). Make sure your resolution is set to close to 2160x2160 in SteamVR(the %- value is not the important part but if setup is correct it should say 100%. There are some settings in nvidia control panel that helps. Settings as per this post: https://forums.eagle.ru/showpost.php?p=4230368&postcount=44 Just saw that I made a mistake in that setting: Preload radius should be maxed out( at least with 32gb RAM or more.) Pixel density in DCS VR-tab should be 1.0. Settings that matter( all does, more or less but when trying settings) Visibility range comes at a cost( you like it high but fps suffer. Shadows comes at a high cost. MSAA come at cost. SSAA dont work in VR, but might still cost fps. Clutter/grass at a cost Trees visibility comes at high cost. You should get fpsVR from steam and use it as a indicator of how settings affect CPU and GPU. 11.1ms is the highest frame time (either CPU or GPU) that can give 90fps. This is a mathematical fact, 1s = 1000ms, 1000/11.1= 90fps. As you cannot get 90fps constantly you should aim to not go below 45fps. 45 fps = maximum frame time 22.2ms and use reprojection on. Reprojection “reuses” frames and give you smooth gaming down to 45fps. The low settings as above is to get your DCS VR fps increase and when you se higher fps you can start raising settings. That will load the CPU/GPU more, raise frame times and droop fps. Just find your personal preference for settings as it is a compromise of picture quality and fps. All other optimizing tricks written in this forum, like project lasso and shaders mod shouldnt be done until everything is set up and workimg as good as H/W allows. Use default settings for processor affinity etc. make sure having latest win10 version( 1909 ), and dont have a lot of other software running when gaming. One CPU core will be highly loaded and any other software, how little it loads the CPU will lower your fps if it happen to use that core. You might also consider overclocking both the CPU and the GPU if you not already have. The CPU should come as close to 5ghz as possible for at least have any margin. You will see in fpsVR how and which of CPU /GPU that is the bottleneck. If you never OC’d, do setup for VR-DCS first and then start learning OC. DCS open beta 2.5.6 is quite hard on performance for some(varying but some got high fps drops).You might wanna roll back to latest 2.5.5-version until its fixed by ED.
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Yes. The dream had been to have a bigger difference between normal and the Pro version. A much better lens with wider focus and mechanical adjustable IPD would make it much better. The small focus area have to be only a question of cost of the lens, as the real IPD adjustment is.
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Very good, with all settings shown. [Edit]All settings are extremely dependant on which VR you use. All these posts should be clear with the type of VR Headset used and I think Hardware should be listed clearly(in this post H/W is easy to see in OP signature) ( I have both CV1 and Reverb and the settings doesnt come close.)
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There is a bug ( WMR I guees), sometimes the headset get set to 60hz even if the setting in WMR is 90hz. Mostly happens to me if the headset is connected duribg start of windows. I always start windows snd then connect headset, that sets it to the correct setting. Default should be 90hz but you can manually set it to 60 if you like. With reprojection off you wont have really smooth gaming unless the fps is at least the same as the headset hz -setting (90 or 60). What you might want to do is to activate reprojection, either in ”auto ” or in “motionvector”. When enabled you shouldnt see fps hunting around but stay at 45fps as long as the computer is up to not go below 45. It should give you smoother gaming, actually. Of course, if you are happy ”as is” there is no need to do this but I suggest trying :-)
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Do you use 60hz setting in WMR? You do not use reprojection ? The reason I’m asking because being below 90fps in 90 fps setting cannot be smooth without reprojection. The reason is that in 90hz if you are below 90fps there actually isnt a new frame produced when needed. This causes non smooth gaming. Its the same for 60hz setting, if going below 60fps there is to few frames to make smooth gaming. With reprojection on you should see 45fps if 90hz set and 30fps if 60hz set. So smooth gaming can be seen in 90hz with 90fps or 45fps with reprojection. And 60hz with 60fps or 30fps with reprojection.
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Reverb high CPU and GPU frame time - UNPLAYABLE
Gunnars Driver replied to dukman83's topic in VR Bugs
In this case its more about OP’s issues. So setting ”auto” would be preferred to see that it can switch to 90fps when GPU/CPU frametime is low enough. I think next step is to rem out the reprojection to see if there is response to the setting. If it is, it might be a question about the core DCS uses for its main thread is loaded (down) with other processes. It might be a rest from fiddeling with project lasso etc. Also, OP should make sure the BIOS is set so the CPU does 5ghz on all cores all the time.