Jump to content

Gunnars Driver

Members
  • Posts

    799
  • Joined

  • Last visited

Everything posted by Gunnars Driver

  1. Could you make a video of your stuttering and ghosting problems ? I hope you run Pixeldensity 1.0 in DCS, and what resulotion do you run in Steam VR ? ( 100% 2207x2160 should be the one to begin with. Also, do youm see either 90 or 45 fps, or do you se all other "free flowing numbers", like 73 and 55 and so on ?(thinking if you didnt get reprojection to work ?
  2. I took a Picture inside the Reverb for bn880 tonight, to show the motionreprojectorindicator. Its quite clear that I wont manage to film the Picture inside the reverb with the Iphone X. I have a gopro though, possible that it can be done in 120fps, and because the Youtube doesnt allow anything higher than 60hz it still cant be shown smooth. It would be possible to put the Movie in itself in for example a dropbox or something like that. With 120fps it would at least capture all 45 dual frames so I dont Think it would come upp with judder that you see. If it is Worth the work, I dont know. I know that I have quite nice smooth gaming, and compared to the Oculus Rift it is much smoother.
  3. I Think thats a good idea. If you havent used the fpsVR( like 4usd on the Steam shop), it is extremely handy. You see it in real time in the googles and you also see what is the limiting factor, frame times for GPU, CPU, loading on GPU,CPU, RAM Usage and also GPU RAM usage, it seems like I easily can hit 11Gb an max out my video RAM on the 2080ti. Here I on purpose made a higher setting and did a lowpass over a village, causing the frame time on the GPU to go above 22.2ms, that is, it wont keep 45 fps because the time to make the fram is too long on hte GPU. The CPU fram time is 11ms and would be enough for 90fps at that moment.
  4. This is the reprojectionindicator when alls is ok and you hit 90FPS, no limiting frame times on the CPU or the GPU
  5. The performance U that affects all helos( and all aircrafts) makes the helo need a lot less power at 30-40 knots with a minimum at around 60-ish for the Huey and then increase the need for power in higher speeds. In fact, the power needed for flight at around 60knots is somewhere close to the halv of the hover power. And, when you are comming in for a landing, and reduce speed, you get energy back which will make you climb again if you dont lower the collective. This means because of the need of lowering the collective and speed reducing, making you enter a high-power-need area of the power curve( airspeed less than the transitional lift speed.) So when thus happens you need much more power. What lessens this effect IRL is the ground effect, it reduces the power need significantly. It might be that the ground effect is a bit less in DCS/Huey than in real life, maybe. I have played around with the huey a bit but not very much. I like it but it is not 100% of a real simulator, even though Ive flown some full flight sims with a lot worse feeling of collective power. If I fly the huey in DCS as I fly real helos(closing in to 6K hrs) everything is fine and the landings does not feel strange at all. So if you have problem with the collective management, you’d probably see the same thing IRL also. Just keep training. My guess you dont follow a normal descent angle and speed reduction, and the following need to build power with the collective in time ?
  6. I actually think 1909 or the earlier 1903(?) is a really good idea to update to because of the changes that are made specially fir VR WMR. I would upgrade to get better funktions
  7. I have non Steam DCS, (open beta 2.5.5.x xx) and do not have any problems with activating it. Both reproj and reproj indicator works as it shall. Did you follow the vr4DCS.com guide in detail with everything?
  8. Yep, no problems. This night!
  9. :lol: The video is recorded with 60fps and 1080p/ 1920x1080. I Did cut down sides showing black instead of my desktop so its still 1920x1080x60hz. I made a mistake letting Final Cut Pro send it directly to my youtubechannel without checking the compression settings. It didnt come out as sharp as I wanted. Ill do it again tonight. The judder is what is was talking about before putting the vid’ out. All of this is introduced by filming at a different framerate than the source. Not e of this is seen in the VR-headset at all. Your idea that recording at a higher frame rate doesnt introduce judder is not correct. It can be done if filming with a multiple of the source, for example if source is 45fps then a 90 fps filming is ok. But 45fps source and 60fps filming will introduce a not perfect flow due to exactly the same reasons as in your link to the explanation, but there the source is 24fps and output 60 fps.( I am a home cinema nerd since 20 years with projector and HTPC and I am quite allergic to judder in TV and movies). We cannot really overcome the judder from 45fps source when showing on a 60hz screen, even if I film it at 120 or 240fps. It would be possible to set the reverb to 60fps, and when the computer is able to project 60fps it would be smooth but when comming down to 30fps with motionreprojection it will not flow that nice. No judder introduced because 60 is a multiple of 30 but I dont think 30fps is good enough and anyway, we cannot show reverb at the settings we are talking a out now.
  10. What you at least should do is make safe that your 9900 stays at the top turbo frequency all time. DCS is extremely dependent on the clock speed(it does only use one core really hard, and another core at half load. Rest of the CPU is more or less idling when gaming DCS). I dont know for your motherboard but in most(?) cases there is a need to use other settings than stock to keep the turbo clock over time. The Intel turbo mode is for a limited time, lets say 30s or so, then the CPU goes down to the basic clock, and you loose important performance. The 95W TDP is the reason, and is made to make it possible for normal CPU-coolers to cope with it. Short time doesnt bring the cooler temps that high. The H80i is quite good though, for its size. I used it but with dual Noctua fans, and it had no problem keeping my old i7 3770K@4.7-4.8Ghz/1.33V (delid) at 55-60 degrees. There is a lot more power when letting the 9900 speed up, so you’d make sure it is up to the task.
  11. Just checked that video. Quite normal landing. In most helos the airspeed is unreliable below 30-ish knots because the rotor vind disturbs the flow around the pitot tube. An indicated airspeed = zero doesnt mean the actual speed in the air is zero. Its a normal descens with a normal descent angle, descent rat is around 500fpm which is some kind of standard. The helo is moving forward until almost above the landing spot. I cannot se the wind but as long as you dont go straight with the wind you wont get VRS in this case. Normal landings is made to be as safe as possible by being in the middle of the envelope. So, this video doesnt really have anything to do with VRS or being close to.
  12. Yes as Baldrick says, 100% supersampling. I Think its possible that we kick in some already open doors but to be sure... The best idea is to start with at following the guide bu thud at vr4dcs.com: https://vr4dcs.com/2019/08/08/moving-from-oculus-to-reverb/ If you (GunSlingerAUS) keep seing a lot of stuttering we first must check that you actually did get motionreprojection working. Its in the guide, but what you have to do is take away those // in front of the string "motionReprojectionmode" : "auto", ( black marking in pic ) "][/url] Yoy cant test by removing the // for the motionreprojectionindicatorenabled". If you have success youll get a green or blue Square on top of the VR-headest Picture. Its supposed to help with tuning, but I Think fpsVR is a much better tool. To get rid of the indicator, just put the // back and save. For the Supersampling. I could find a slightly sharper picture of increasing the SS to a higher value but my i9 9900KS+RTX2080ti cant handle this(maybe if lowering a lot of other settings. You should not have pixeldensity set to anything else but 1.0 in DCS VR-settings. Pixeldensity does the same as supersampling in reverbs/steam settings but at a higher cost of performance. The resulotion should be set to 100%(check that it equals resulotion 2207 x 2160). Theres a lot of other settings, mainly covered in vr4dcs.com but those should be the one to check if you setup is ok to begin with. Do you overclock the videocard ? I have an Asus RTX2080ti and I use the asus overclock tool. It give me around 10% extra GPU-Power which comes in very handy when playing DCS in VR. Again, I cannot stress enough the importance of using fpsVR and in real time se what is the limiting factor and also seing how close the hardware is to their limits.
  13. Hi ! The vid is up. Remember that showing 45hz(fps) on a 60hz Viewer(Youtube video and your normal 2d display) newer vill come out smooth even if the source was smooth.
  14. Hi ! Moving from a Pimax-thread to not get too OT there. If you have reprojection on, you should really only se 45 or 90 FPS, and for very short moments the calc could get in between when the FPS-calculator in DCS gets a average that contains some part time at 45 and some at 90fps. If I go to very dense areas of forrest that also has a lot of hills and mountains and do Quick turns and rolls at very low level I can see the counter just briefly leave 45 and show perhaps 43 for like one frame. Its possbile to not have this by lowering the grahpics but I tried to find the best sweet spot between performance and quality. When I was answering the first few answers about stuttering, I came from around 3 years of Oculus Rift CV1 and DCS. With Oculus Rift you have to learn to accept stuttering and ghosting and most of the time tweaking is to try tyo make it as little as possible. It takes a lot of time to tweak oculus, but the reverb was way quicker( some come from being used to but most is the fpsVR-software). I hope you have used it, because it show you inside the VR headset in real time when you get stutter or ghosting, you also can se the reason.
  15. Hi, as I dont wanna hijack this thread( I was looking into Pimax when I got the Reverb, and still is). Ill make a new thread about tweaking the Reverb and I'll post that video on that thread, Ok ?
  16. Its possible to make quite simple calculations about the risk of getting into VRS. The following formula is supported by a lot of different reserarches. There might be smaller differences about how to do the calculation but the result is very similar between the result of different reseraches. Vih = Theoreticall downwash = Square root of ( T / ( 2 x p x A) T = Rotor thrust in Newton ( Lifting force in kg *9.81) p = Air density, 1.225kg/m^3 on a standard day. A = Rotor Area in m^2 The risk of getting into VRS is described at a factor of Vih. 0.2-0.3 is safe, 0.4 is also quit safe bur the risk is increasing. 0.5 starts to be dangerous and 0.7-0.9 is most dangerous. Heres the formula applied on the UH-1H: https://i.postimg.cc/VNVtvRwZ/VRS.png' alt='VRS.png'>image sharing[/img] As we can se its quite safe if staying below 600-700 fpm.
  17. Dunno if the question was ment for me? I just started DCS with the Oculus Rift CV1, and flew woth the same settings as I do with the reverb. This, is DCS Pixel density 1.0 Instan action -> Mirage 2000 --> Caukasus take off. I get 90 fps for more than 99% of the time, still there is a little stuttering and ghosting is now and then. Increasing PD to 1.6 to increase cockpit sharpness and extern visibility takes the FPS down to mostly 45 (ASW kicking in), there more ghosting and not as smooth ride as in the Reverb. I might be able to film this, but I Think the nice flow in 45fps vill not come out perfect in the Youtube Movie, because playing 45fps in a 60fps Movie wont be 100% smooth. BTW, this thread is pimax so it might be Worth to move to Another thread.
  18. MSI Afterburner, yes...thats the one Ive read a lot good about. Overclockers.com: https://www.overclockers.com/forums/forumdisplay.php/86-nVidia-GPUs Overclocker.net: https://www.overclock.net/forum/69-nvidia/ Some tuning tips and guides, here for RTX2080ti, but just use the same site and find your card: https://www.guru3d.com/articles-pages/asus-geforce-rtx-2080-ti-rog-strix-preview,28.html https://rog.asus.com/forum/showthread.php?105931-ROG-Strix-RTX-2080-Overclocking-Guide A good videocard overclock usually gives somewhere around 10% more performance(without going crazy and getting watercooling etc). In a lot of cases a overclocked card is close to the next level of videocard(when next level running at stock clock). Its therefore a very good idea when playing DCS which is hard on the CPU and GPU. I just got the fastest card around and still overclock it to get the best combination of smooth gaming and good picture quality.
  19. I just upgraded, but before I had a i7 3770K@4.7, 16 Gb@2133 and a GTX1080, slightly overclocked. With oculus rift in VR, in most cases the CPU was the limiting hardware, at least it did look that way. Your printscreens witht the task manager lacks some very important information. DCS cannot use the processor cores equally. It only around two cores that are used, and the heavy work will be done with one core/processor thread only. This will make the overall number look low on the CPU, despite one core being at 100%. You can open the Resource monitor from the task manager (seen in your print screens) and there you can see the total load on the CPU, as per your print screen but you also can see the load on each core/processor thread. You will find one of these loaded a lot more then the ”total load that you see in ypur print screen. I’ve used GPU-Z to see the load on the GPU, there you can see what factor is limiting on the GPU( GPU processor RAM load etc). Here is a print screen for this on my computer, but after upgrading: https://forums.eagle.ru/showpost.php?p=4163309&postcount=288
  20. I think the key to easy finding the sweet spot in settings is the fpsVR and looking att the frame time for both the CPU and the GPU at times when DCS isnt flowing smoothly. Either the CPU or GPU will show more than 22.2ms for motionreproj or 11.1 for motionreproj off. When this happens you need to find what setting that is the “too much” factor and lower this setting. With fpsVR it just took me a few hours, the same with Oculus took way longer, as I couldnt see how changed settings affected the CPU and GPU frame time. Only thing that could be seen withot fpsVR is when the fps go below 45.
  21. 100% smooth with the reverb (motionreprojectionmode auto) no stutter at all. If I tune the settings so it cannot keep 45fps of course it will not be smooth as the framerate is less then needed. Using the fpsVR I can see that DCS will flow 100% smooth as long as the CPU or GPU dont need to much time to produce a frame. With motionreprojection in auto the maximum frametime allowed is 22.2ms. As long as I don’t bog the hardware down with too high settings, it’ll keep 45fps and no stutter and no ghosting at all. With the Oculus( and at least with the old hardware) if tuned to around the same framerate I sometimes got ghosting anyway. I dont know if this smoothness or stuttering cases can be sen if I record a video of a flight. With motionreprojection or ASW set to off, there wont be a smooth ride (off course) as long as the frame time keeps below 11.1ms at all times. [Edited the word stuttering to ghosting on the oculus]
  22. What brand of the videocard? How did you OC the GPU? Ive used this one on three different (asus) card without any problem at all. I think there is a more fancy one from a different vendor, nor used but read of. https://dlcdnets.asus.com/pub/ASUS/Graphic%20Card/Unique_Applications/GPUTweakII-Version2132.zip
  23. I will hold my thumbs for that :-)
  24. Havent tried the Index but for me with high end CPU/GPU and Reverb there really is no performance issues. Smooth gaming, not really seeing any hits below 45fps and the ASW-version ( reprojection) works reaaly nice. No stutter or ghosting.
  25. Didnt watch the film but VRS isnt that easy to hit IRL. From calculation of a weight in middle of empty weight and maximum take off weight you will be quite safe from VRS if keeping the decent speed less than 550 to 700fpm. The risk starts getting higher at 900 fpm. The really dangerous area is from above 1000 fpm to 2000 fpm Heigher weight will need higher descent speed, and lower weight need lover descent speed. Generally we teach that if you keep descent rate at 300fpm or less you’re safe. In that, theres a good margin for the most helos and weights. I thought I had made some posts with the calculations, didnt find them though. It might have been in messages. I’ll get back and post the calculations later.
×
×
  • Create New...