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Everything posted by Gunnars Driver
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What's the best anti torque pedals for a heli sim these days?
Gunnars Driver replied to d0ppler's topic in DCS: UH-1H
While I haven’t tested the MFG Crosswinds, I’d say that rudder pedals made to have the whole foot on need you to control the yaw by bending the knee. Most of us do not have very good precision in our knee bending. Almost every modern aircraft have pedals made so you have the heel on the floor and bend your ankle for control. This give you a much precise control over yaw. In older aircrafts there was the ”whole foot on the plate” systems, but the foot plate had in all cases I have seen a much steeper angle so you push in the direktion of the foot blade, not forward/rearward as in the MFG(and others) case. These aircrafts had return/centering springs that together with air- and propeller slip stream made the force to move the rudder quite high and the rudder control was more a question of how much force you used than the position of the pedals. No helicopters I know of have anything other than heel on the floor/bend-ankle systems. In general, you need much more precise control of yaw for flying a helo and as the ”correct” position of the pedals change much more there is no spring force involved in (most) helo pedals. Knee bender pedals without strong pedal forces offer a not optimal control. I would not get MFG with that construction. Quality looks really good though. I did buy the Thrustmaster TFRP when I started gaming VR. They where recently released an I didnt find any review. Thrustmasters info said that there was an option to make them heel on floor /ankle bending which was really bullshit. They cannot be used with the heels on the floor. They have very high internal friction and a very weak spring force. They are also very light with bad friction to the floor making the whole base turn instead of pedals moving. These are really bad on almost every important aspect listed above. I do not even recommend them to the enemy. I will build my own pedals as there really arent that much options. Almost all manufacturer seems not to know what is important. Slaw device F16 looks quite ok. Thrustmaster TPR may be ok also, but the disappointing TFRP make me wonder. Neither is cheap and both these looks like the pedal sits a bit to low over the floor. -
I Think we Think about the same, from Reading your post. But, doing a qualification run in the centrifuge, where the onset of G is pre programmed( and quite fast) is harder than doing the same pull by yourself. The qualification is to ensure you are fit for high G so it is not made lazy for being pleasant. The dirrerence between being PF and passenger in a centrifuge is some part by self being in/or not in control, some part by yourself, adopting to your own limits by setting the onset at your level of flight trim/experience. The same issue if being a non flying pilot in a 2 seat aircraft = you are more prone to G-reltated problems as PNF than when being PF. I think this discussion is a neverending story. We have different bakgrounds and different ideas of what is fun/realistict etc. And we rally dont need to change other peoples view of this. I dont need to feel that "its exactly like IRL". I know for some modules that there is quite much behaviour that isnt that close to the real A/C. Doesnt matter, as long as its fun. I dont notice any difference that matters in the ability to look back between irl flying and VR. It maybe differ but not by much and not important. Using trackIR or extra head movement by software improvment really makes it less realistic in my mind(again, [realistic] isnt my cup of tea for DCS/VR/computer gaming so I would not say that that is a bad idea). If you are thinking [realistic], how much of your capacity do you use when flying fast jet low level in DCS for avoiding birds? IRL, you dont look inside that much...a bird hit and you are very likely toast. Looking out and be prepared to pull above is a very high priority.
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Persian Gulf overloads my GPU so much only 11 FPS
Gunnars Driver replied to FudBucker's topic in VR Bugs
Its a bit hard to be sure of the values seen/blurred, but I have been at around 10.6(of 11Gb) and 26 (out of 32Gb) without any problems at all and smooth gaming at 45fps(reprojected) or 90fps. It might be a small part of the problem but not the main source of trouble. -
Ohh, I thought it was only picture/print screen of the videos. I might check them for fun but I wont get into the discussion of the number of G. I know from my experience that I for myself enjoy current VR ”level” even more than the simulators at work. Of course, as with most things in life, its a matter of taste. I dont see anything as fun as VR (except from IRL) and for me its the only thing good enough to enjoy enough to actually wanna play. Afghanistan: I was there ’11 to ’13, on a rotation cycle about 1/3 of the time. It was a helo Medevac mission, thats my profession these days.
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Maybe kicking open doors in: You simply can not judge the g-force by looking at condensation. Condensation occurs when the relative humidity of air reaches 100%. The relative humidity increases when air is cooled down. At some point you reach 100% and condensation occurs creating ”cloud”. For a given day, the humidity is higher at higher altitude, and a 4G loop might not cause condensation in the entry of the loop but it might do this in the top of the loop, being higher up in the atmosphere. In a very dry atmosphere, like summer in Afghanistan(been there, done that) you can break the wings without seeing any condensation. In a cold moisty autumn day there might be that much moist in the air that you create trails on a steady 1G approach. = You can not judge IRL G-load from condensation from aerodynamic surfaces creating lift.
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I dont find it harder to look back when I sit freely in my chair at home than when Im stapped in at work. In the chair at home my torso is free to move so I can get about the same view as when at work strapped in. Its a little bit less with VR but you can move the head anytime, in actual flying you should limit twisting when pushing high G. I dont look for [realistic] in that context. Just having fun, and get the immersive part. Despite this, even the modern simulators used in my work does not even come close to the VR* For me, first generation VR( Oculus Rift etc) was good enough at that time. I was looking for pimax 8KX mainly because of the FOV. Getting increased FOV is the next step, but as long as it isnt possible without other limitstioms the current generation of VR is just about as close as it gets. I got the Reverb as a middle step waiting for 8KX. For me, DCS isnt an option on flat screens. Its the same with racing games(which I like more than doing DCS), its either VR or IRL. *) Both jetsimulators(most of them) and helo simulators we use have visual systems covering a bit more than 90 degrees left/right/up. You cannot look behind you. You have some other limitations as well.
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Yes. Its simple math: If the CPU or GPU need more time to produce a frame than the time available, the frame will not reach the screen/VR-headset in time and the FPS will drop below ”target”. - For 90 fps there is 1/90second = 11.1ms time to produce each frame. Frametimes higher than 11.1ms can not reach 90fps. - For 45fps its 1/45 seconds or 22.2ms. Frame times more than 22.2ms can not hit 45fps. At least some software do not take all processor load in the calculation, possibly making true frametime a bit higher than what you see on the screen. I use fpsVR: Green below 11.1ms ( for my reverb 90hz) Amber between 11.1 and 22.2 ( reprojection/ASW) Red: more than 22.2ms
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If I didnt do other things that actually motivates the cost of a 9900, I’d might consider a cheaper high clock CPU. That said, reaching 5.2Ghz without any issues with the 9900KS is really good for DCS...
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Yepp, if pimax has got the software good enough to make 8KX run on present GPU/CPU then… I think a shader the same as the shader mod but native from DCS themself would be highly wished for.
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I say, the best GPU you can afford. At least 32Gb RAM and the CPU with the highest single core speed you can get. In gaming, good H/W have been a must. For VR thats even more the case. For DCS+VR thats the law. :doh:
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As it is inside out tracking, light is important. To be able to rule out light, use it with much lights on. Its not impossible that it is something else but just to be sure.
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Experience from jet and helo. In a tactical scenario information you need to look around. Add that it is a formation low level at night with NVG, for example at the shooting range, two ship at night NVG and you are there, twisting and bending your head to see the other helo and also the target that the gunners are shooting at. You need to manouver the helo so that the target stays within the hard limits of the pintle machine gune limits. Not really less turning of turning the head than in ACM but less G off course. I was going for the Pimax 8KX when upgrading recently but as it wasnt available I git the Reverb. If 8KX get received well I will get it, as Im sure that increased FOV is the thing needed to gain the last part in immersion.
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I have changed repeojection back and forth many times with no problems. Just shut down WMR/SteamVR. I don think I have disconnected the headset all times.
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DCS is worse than most other games. Using more or less only one core on the CPU, having a top notch CPU reasly doesnt help that much. There is talk about the future transfer to a new graphic engine(forgot the name). When(?) this is done we can hope for better performance. The F14 and Viggen( Heatblur) demands more of your system then the F18 and Mirage. Easy to see with the same settings. Harder to get a smooth gaming.
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Again, what Stuartaston says. Do not try to make any shortcuts, not following thuds guide. There have been some different versions of steamVR reporting different resulotions for 100%. What is important is to initially try to get as Close as native resulotion as possible to the reverb. Any slight misstake in this and you might be sitting with some kind of supersampling that either bogs you computer down or makes a bad Visual due to very low resulotion. Because of the different SteamVR versions, we really cannot help if you do a shortcut, getting high supersampling that we do not know about. The set supersampling need to show a resulotion of 2207 x 2160, that is currently the closest to the reverb native. With the correct version and setting this equals 100% SS. Are you a experienced computer tuner ? A busted CPU, still working isnt that common. Things needed to make sure(if not 100% sure, each of these can make a dull day): -For the CPU, make sure it runs at the higher clock all the time(turbo mode is per Intel default a part time job. Set it to your max Clock all the time during gaming. Verify with CPU-Z that Clock stays high. BTW, the 8700K is 4.7Ghz turbo isnt it ? Overclocking is as more or less needed option as the CPU Clock frequency from time to time isnt high enough. OC helps. -Make sure your RAM is set to 3200mhz. Default setting if just mount them and do nothing is probably 2667mhz. XMP Profile or other setting will ensure this. Check this with HWinfo64 or other. (I Think memory freq will come out as half of makred speed, so 1800mhz is correct for 3200mhz(de are double dara rate, so 2x 1800mhz). -Make sure latsest version of win10 is installed. In the info, it has to say version 1909. Period. Among other things, for reprojection to work without problems. Reprojection, you should use "auto". And as Stuart says, you should use the hint from the fpsVR or the fps counter in DCS and make sure it stays at 90 or 45, or maybe less....but it shouldnt hunt up and down and show "any value"between 45 and 90. If it do, reprojection isnt on. I also have a 2080ti, 32Gb 3200mhz. I have a i9 9900@5.2 but it doesnt make very much difference between 5.2 and 5.0. If you could get your CPU to 4.7-4.8 or someting like that your system should really run close to mine performance with the reverb. It is good. Smooth.
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AS ^^^ he says. Start by making sure you have the settings per thuds reverb guide on vr4dcs.com. Follow it Point to Point. DCS pixeldensity should be set to 1. not anything else. SteamVR supersampling initially set to 100% depending on version, but it should be saying 2207 x 2160). Set the motionreprojection to auto as per thuds guide. When done, set the initial settings at DCS to rather low values. Preload radius should be set high (helps with high, at least if youre not too short on RAM). in this thread there is a lot of info: https://forums.eagle.ru/showpost.php?p=4195548&postcount=4983 Civil traffic OFF Heat blur OFF Shadows Flat only ( or lower) MSAA OFF or 2x Dept of field OFF Lens effects None Motion blur OFF MSAA OFF Clutter/Grass - set very low initially GRass same as above Chimney smoke - minimum anisotropi filtering -- OFF or low value. Terrain shadows - start lowest possible cockpit global illumination - OFF disable rain droplets do not use VSYNC selection The VR button has some kind of preset values - Changes all or some of the settings on this page...dont use after you have started tuning. The other selections not mentioned - start low. If the game runs fine with smooth gaming ie not below 45fps increase settings and take not of CPU/GPU fram time. Also make note of Visual Changes, if you cannot se the difference but the GPU or CPU fram time goes high….maybe not worth it.
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I notice the sweet spot is narrower in the reverb than in the Rift CV1. But not during gaming, then I just dont notice it. I turn my head without thinking so i look straight ahead on things. Maybe, a lot of time in NVGs with 40 degree FOV has tought my subconsciousness to do it. The extra FOV in PIMAX wont be used by most people to see things sharp. It will be used mostly for periferal view where we doesnt really se things sharp or even by color.. Still, it of course increase the immersion level.
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Its of course a matter of taste but I really like the VR gaming. Did a lot of car racing on PC 20 year ago, but not that much flying games. To abstrakt on a 2D flat screen. Now with VR I like ( love actually) car racing and I also do a little DCS, mainly because the gaming friends does DCS. With VR it does the trick. Real ACM/dogfighting is rather much about turning and twisting the head and timing it with onset of G-forces. We cant reproduce the G-forces at home but with VR we actually get that feeling of turning and twisting the head. I fly for the living ( Airforce) and do at least two weeks each year in a advanced full flight simulator(20M USD or E). Over the years on different types and the current one is top notch modern with really good graphics. Still even with 9 or 11 projectors or something like that the field of view is limited. You cant look more than about 120 degrees L or R from straight ahead, there is no picture. The graphics are that good that sometimes you dont notice immediately that the motion is forgotten in the OFF position. Because of being projected on a white spherical screen you cant have to much brightness because it bleaches the colors and contrast. Because of this, there is a lot of things thats way better in a good VR setup than in a top notch simulator. For IRL purposes you still need the full flight sim to have a real cockpit to do real hands on for emergencys etc. For work, it cant be VR today because of this but for gaming id take VR ten times of ten before a full flight sim. In some cases I actually enjoy DCS in VR more than a real sortie at work(not kidding you). My neck is starting to get worn out from >25 years of flying and 700hrs with NVG and the creaking and crackling from my neck does make a 100% authentic sound when dogfighting in DCS with VR :noexpression:
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The SAR versions was mostly CBS, the slightly longer Bo105. I dont know, maybe some used the short version but there should be really little space available for this in a non S (stretched) version...
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I have had Rift CV1 for 3 years. I have had decent hardware and tuned it so it delivered good frame rates. Still, I have seen a little stuttering and now and then ghosting. Now I use the Reverb and there more or less no stutter and absolutely non ghosting at all. The frame rate is of course a combination of hardware and the choosen settings, so I cant really say that I have a higher fps with the reverb. My goal was to tube it to not go below 45 fps other than in very rare cases.
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Absolutely. That is exactly what is is for. Without Reprojection only time you will have smooth gaming is when the computer is able to deliver 90fps without dropping below at anytime. Reprojection give you smooth gaming between 90 and 45 fps. Below 45fps there will be stutter or non-smooth gaming anyway. Its good to use the steam software fpsVR when tuning the settings(both WMR/Steam and DCS to find the balance that suits your personal reference. As for today it is not possible in DCS to enjoy maximum graphic settings and smooth gaming in the same time regardless of hardware.
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Yepp, its that dot @100%. Thats fine. You dont need Steam version, it works without. I dont have the Steam DCS. Motionreprojection: Yes, you would like (need) to use it. As the Reverb have 90hz frequency as default(if setup correctly, 60hz also availabe), your computer need to feed the reverbs with 90fps. The computer will not be able to do this all the time, actually quite seldom. So, instead of getting a stuttering experience when the computer cannot feed the reverb with 90fps it will switch to using 45 fps from the computer and double each of these, so there will be sent 90 frames but each is sent twice. The recomendation is setting reprojection to auto.
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My settings are tweaked to be to what I like to have for smooth gaming. Yes, I Think its very likely with more or less the same CPU, but I wont :)
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I Think you looked in the profile ? This should be good enough, at least if they where desktop. Question is if the laptop can get suffucient cooling during longer periods of gaming ? If possible, you could have had a higher CPU Clock, but I dont think its possible by normal means…