Jump to content

lev-kusanagi

Members
  • Posts

    39
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. it's time for your quarterly cpu frametime optimization and hardware upgrade, darling another idea would be to have two builds. E-Sports games do this, one build for competitive, one build for consumer. Liberate yourself from constraints. Competitive version is a lean mean performance and precision machine. Consumer version has rainbows @NineLineis this a phenomenal idea?
  2. thx beirut i appreciate the sentiment no i don't, i get 90fps solid on max settings on reverb g2 in that mission. it's multiplayer that is the problem, like i said. cpu frametimes.
  3. thanks for sharing this. strangely after the update i noticed that shadows off tended to have even worse cpu frametime than shadows on flat (though the shadows appeared through objects at that time). i think all the attributes that you listed are especially present and significant in mp environments. Is ismael's test in a multiplayer server or just an empty mission? thank you i will ask ismael if he's tested on mp servers. i don't live in a bubble i talk to people and i'm not the only one seeing increase cpu frametimes. at some point, the increase of this number punts some of us out of the sim.
  4. i've been doing proper bug reports and optimizing dcs for years. i'm not the problem. this is a complaint about the apparent direction of dcs' evolution. whether i do a bug report or not doesn't change the fact that DCS is severely cpu bottlenecked seemingly increasingly so, has been for a long time, and that this hasn't, in action not in words, been prioritized. your beta testers should test well populated multiplayer servers. or maybe you consider that a niche and you should keep doing what you're doing. do you have a more insulting category to move this to? chit chat seems too dignified
  5. yeah this is what i mean, it's about the intentions and the priorities that the actions taken so far reveal. the upgrades @Silver_Dragon enumerates sound great but shouldnt performance degrading changes be done after those updates, not before? Do you see what I mean? For some of us , these are game breaking changes. I wasn't even going to post, i was considering just not flying anymore good lord this is a comment and a half isn't it? i don't measure myself by competition. i like to compete because it's fun and it pushes you to be better. also, if we have these incredible combat machines, it makes sense to use them for combat. i said in my OP that i respect simmers who are there just for beauty and vibes. but to what extent to the detriment of those of us who actually want to fight in these fighting machines? i'm not saying rainbows and clouds are useless. i'm saying it they are revealed to be too high a priority right now, in my opinion, compared to fixing the already very suboptimal performance of the sim. if it turns out that i'm alone in this or that i'm just a tiny minority, at least i'll have voiced my opinion before i leave. i don't want to leave but i'm also not going to keep suffering 25 fps in VR on a multiplayer server with an nvidia rtx 4090, it's just not fun. i sincerely wish you a good vibey sim flight.
  6. hi, yeah i know, but what i mean to say is that releasing these updates that further hurt performance seems to indicate that their priorities are not towards performance, or that performance is not that important. if it was , wouldn't they have waited for multithread and /or a refactor and / or vulkan to add them?
  7. Dear ED, I love your sim and it's an important piece of software to me. I don't understand why development is being prioritized of features that further increase CPU frametime and CPU load given that it degrades performance not only in VR, but also for 2D monitor users and exacerbates general desync and warping of multiplayer servers. I can only imagine there's a large number of users who like DCS for the experience of simulated flying with no interest in multiplayer or competitive play. But I think that DCS in its full glory, at its fully realized potential, involves dozens of humans interacting in a complex battlefield with interplay between different modalities (air to air, air to ground, ground forces), allowing for intelligent work to be done at the levels of strategy, tactics, and ultimately individual skill, resulting in a combination of some futuristic chess-like strategy with the fine motor coordination and spectacle of formula 1. I have nothing against the simmers (is that what you call the aforementioned group?) I respect them very much. But I think the promised land for DCS lies in this direction, and it requires good performance. I won't harp on why VR is so important and the inevitable future of flight sim (unless you provoke me) but I believe that too is the case. I know you're working on multithreading. It's just very discouraging to see updates that further hurt performance to add things as relatively trivial, if you will forgive me, as rainbows and weather. As it is, for many of us the DCS experience will be limited to simple training in private servers with small numbers of friends. Please give us hope that you're moving in the right direction. With respect, LK aka Stampede
  8. thank you, this was indeed my intention. additionally i think this person is making really ignorant comments in very absolute terms and being totally unhelpful to the OP trying to solve his VR issue. VR gaming is no magically insurmountable computational problem. The hardware is here, many titles work beautifully in VR already (I recommend iRacing) and we just need algorithmic improvements on badly implemented titles like DCS. Making such categorical uninformed claims (especially laughable when going so far as to questioning "if it ever works at all") is just trolling and should not be engaged with. Eagle Dynamics: Fix single thread bottlenecks, refactor inefficient code, it will grow your market not only because of the coming VR wave but also because the highest expression of DCS's potential, a multi-modal combat with dozens of players in air, ground, CAP, strike roles in a game with interplay between strategy, tactics and combat skill, cannot work as currently implemented with a single thread process, as we all know from the massive warping and desync observed in big servers. Trolls: Save some money and buy a fast computer an a reverb G2
  9. i think it's very weird to talk about things you don't understand
  10. pong is optimized for 2D. Do you think it's an issue to run it in VR? now look at that graph again and extrapolate double exponentially. also why are you telling this guy who is trying to get his VR to work that the solution is to not use VR and that it is hopeless? bit weird, dont you think?
  11. oh not at all. i added some context to my previous post
  12. the future of flight simulation is in VR. it doesn't matter how "complex" dcs is, non single thread process version of dcs , properly coded will run fine. i don't understand these defeatist arguments.
  13. hi firefox! thanks for the reply. not silly at all, sometimes it's the silliest thing, i know what you mean. sadly yes i did check all nvidia settings and they're all correct (sadly i know them almost by heart now, after previous months of optimizations!) Vsync is off in DCS too. in the game menu. i will get an export.lua, if there is one, as soon as i'm back in the studio. thanks again Flappie meanwhile, while i get the Export.lua file, an update: I had the time to overview these links, sadly they are things I am quite familiar with after a long long time optimizing DCS for VR, and all settings are set properly. I reinstalled DCS, WMR, Nvidia drivers. Will write back when i have the lua file, thx again!
×
×
  • Create New...