

Hippo
Members-
Posts
1093 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by Hippo
-
Dynamic Foveated Rendering - Everything in one page
Hippo replied to mbucchia's topic in Virtual Reality
IMHO - the shimmering is worse with MSAA. I was using MSAAx4 + QVFR and was aware of shimmering in the peripheral area, which goes away entirely if I use DLAA. I found the shimmering too distracting with MSAAx4 so was using a larger focus area to migitate this somewhat, leading to only a modest performance improvement. With DLAA I have reduced the focus region to 0.25, a reduction in pixel count of ~75%, and a very significant performance improvement. As to that last sentence. Ahem. I wrote that after very limited testing. I would say that the DLAA visuals aren't quite as crisp, and there is artifacting/ smearing with certain fast motion (e.g. aircraft flybys can leave trails). Still, I am so far very pleased with the performance / quality I am getting with DLAA + QVFR and it is what I am using. -
Anyone know what these mean in practice, if anything? P.S. Any news on when the marshal to parking is coming?
-
What sort of performance are you hoping for? Personally I can't be doing with ASW (whose artifacting I find to be worse than what I'm seeing with DLAA), and aim for native 72 fps. Here's what I'm currently using and I'm very happy with the quality/performance I've been seeing. I was using MSAAx4. The thing with DLAA is that when combined with foveated rendering, there is no shimmering so I can greatly reduce the foveated area for a huge performance improvement. I'm using PD 1.0 and mirrors on (have mostly been testing with the F-18). I'm not doing anything else with e.g. Oculus Debug Tool / OpenXR Toolkit. My quad views foveated config file # # DO NOT EDIT THIS FILE! # INSTEAD, CREATE A NEW FILE `settings.cfg` UNDER `%LocalAppData%\Quad-Views-Foveated` # # Common settings for all headsets (unless overriden below). smoothen_focus_view_edges=0.2 sharpen_focus_view=0.7 turbo_mode=1 # Fixed Foveated rendering settings for fallback when eye tracker is not available. horizontal_fixed_section=0.5 vertical_fixed_section=0.45 [Oculus] peripheral_multiplier=0.4 focus_multiplier=1.1 horizontal_focus_section=0.25 vertical_focus_section=0.25 #vertical_focus_offset=0.28 turbo_mode=0 debug_eye_gaze=0 debug_focus_view=0 [Varjo] horizontal_focus_section=0.29 vertical_focus_section=0.33 # Turbo mode is incompatible with Varjo's deferred swapchain release. Use OpenXR Toolkit Turbo instead. turbo_mode=0 [PimaxXR] # Dynamic Foveated Rendering settings (for Crystal) horizontal_focus_section=0.33 vertical_focus_section=0.31 [Windows Mixed Reality] peripheral_multiplier=0.4 focus_multiplier=1.1 # Dynamic Foveated Rendering settings (for G2 Omnicept Edition) horizontal_focus_section=0.3 vertical_focus_section=0.3 vertical_focus_offset=0.04 [SteamVR] # Turbo Mode causes unexplained errors with SteamVR. turbo_mode=0 I notice we have very similar setups, and I'd be interested to see what you think. I have attached a mission which you might want to try, it puts you in an F-18 low over Dubai with A/P and A/T set so you can just sit back and let the a/c fly the route. I can hold 72 fps which I didn't think I'd be able to achieve at this level of quality. If you can achive this sort of performance with better visuals pls let me know. benchmark_01.miz
-
Dynamic Foveated Rendering - Everything in one page
Hippo replied to mbucchia's topic in Virtual Reality
I have posted a request for this to be investigated in the wish list forum. I suggest others do the same or bump the post to high heaven. -
@mbucchia 's quad views dynamic foveated rendering is a fantastic enhancement for getting extra performance in VR. Unfortunately, the foveated region can sometimes be seen distinctly from the peripheral region, as if it has a slightly different shading, somewhat taking away from its effectiveness. According to the developer this should be fixable by ED. Please could someone take a look into this? The issue can be seen in the images. A square with what appears to be a light grey outline in the centre of the 1st image. A fairly distinctive square around the sun in the 2nd.
-
Having a bit of a nightmare with this atm, where I have now had the system stall in the main interface, and whilst waiting for a mission to load. In each case it was taking so long that I had to kill the process. It looks like one of the cores is being hammered at 100% by the dcs process, notice how it's hopping back and forth between cores 9 and 10. Also attaching a log.dcs.log
-
And yet another log, where the game loaded up correctly - and quickly. Also please note that it has sometimes loaded into the main interface normally and then I get the hourglass making the game unusable - although I don't think I've seen this with 2.9 (so far). Responded before your I saw your response above. Will try the above. When you say "first load" is this after a version update? Or following a reboot? dcs.log
-
Thanks for responding so quickly. Windows desktop resolution = 3840 x2160 Oculus App VR rendering resolution = 5408 x 2736 (1.3x) @ 72 Hz Resolution in DCS config screen = 3440 x 1440 (this might seem strange, but I recently upgraded my monitor and didn't bother to change this - my old monitor res). I've just tried again, after a black screen with the Oculus hourglass for a long time it did get to the main interface and was working correctly, so maybe I just needed to be more patient. I don't think so though. Normally it loads up pretty quickly and I don't get this (or similar) issues. Here's the log for this time. dcs.log
-
I've been seeing this for around four months or so. When I start DCS, sometimes the system will become almost completely unresponsive. There are variations on exactly what happens: sometimes I'll see the interface screen, sometimes a black screen, but I always see the Oculus hourglass spinning continuously. It looks as if the sim is running at less than 1 fps. I am eventually able to get the keyboard or oculus controller to respond and kill the task, and try to run it again until it works correctly. I would say I see this around 25% of the times I start DCS. I have attached a log file, as this has just happened. Spec in sig. dcs.log
-
Dynamic Foveated Rendering - Everything in one page
Hippo replied to mbucchia's topic in Virtual Reality
Yes, I get it on Quest Pro. It's been a thing since release. IIRC the dev has said it's something that can only be corrected by ED making changes in DCS. Perhaps @mbucchia can confirm? Since DLAA has made a significant difference with reducing shimmering, it really would be nice to get this working perfectly. Is it worth requesting changes from ED, and how to request? What would they have to do? Personally it doesn't bother me that much as it's rarely very distracting. Much more noticeable in the F-18 than the AH-64 where I can't see it at all. -
Dynamic Foveated Rendering - Everything in one page
Hippo replied to mbucchia's topic in Virtual Reality
Thanks. I didn't go out of my way to check moving aircraft. Sad if so as it was all looking so promising. EDIT: Have now checked and indeed am seeing artificating / ghosting. But imho nothing so bad as to not be worth using DLAA + FSR (so far). -
I have seen the recommendation to change the following settings in ODT from their defaults of zero, but for the life of me I can't see any difference when I do. Can someone tell me what improvements I should be seeing in DCS when I do this? (endode resolution width, and encode bitrate) I am using Quest Pro over a link cable. Thanks.
-
Agreed. After further testing, I feel this is truly a game changer. By setting the focus region at 0.25 I am getting AA at a quality very similar to MSAAx4 for free. Yet it is almost impossible for me to tell that DFR is doing its thing (I can see the "square" if I look for it and depending on what I'm looking at, but it's something I can easily live with). I'm possibly seeing some texture DLAA shimmering in the focus region that wasn't there with MSAA (further testing required to confirm). but again, minor enough that I can easily live with it. P.S. Night vision goggles now work properly, and it is possible to see the cockpit "outside" of them. Xmas has come early. Thanks to all concerned.
-
I've had no issues like that. But then I'm running a Quest Pro, the stanalone version of DCS (i.e. not Steam), and am using a link cable with the Oculus software (i.e. not VD).
-
DLAA + DFR (i.e. mbucchia quad views foveated) is working wonders for me on Quest Pro. DLAA appears to completely elimate shimmering in the peripheral area meaning the focus region can be substantially reduced for huge performance improvements and a much better overall experience. This is DFR working as I always imagined. For me TAA offers the best visual quality. Especially when looking at taxi way lines and the like. Whilst TAA greatly reduces shimmering, I find it just makes everything blurry, and can produce dreadful ghosting (e.g. in F-18 try quickly looking left and right past canopy frame). DLAA much better but much greater perf hit, same as MSAAx4. But see above if you're using DFR. Having said that, I am running a pretty high-end system. For something more mid-range TAA could be a godsend, it greatly improves the terrain by eliminating shimmering at almost no perf cost, and I think that the terrain blurring looks ok. However, I don't like blurring of the cockpit. Swings and roundabouts.
-
Dynamic Foveated Rendering - Everything in one page
Hippo replied to mbucchia's topic in Virtual Reality
Sorry, after further testing I was mistaken, and afaict there is no difference. However, I'd swear that since I first tried this when mbucchia released for Quest Pro, either my tolerance or something else has changed. I am able to set a 0.25 focus region (for a massive performance improvement) and whilst I am aware of shimmers in the periphery I can happily live with them - there is no way I felt this was the case when I first tried this out on release. As to 2.9 DLSS, DLAA, TLA, I'm afraid it's all very much 'meh' for me, with any perfomance improvements simply not worth the visual artifacting/ degradation. As always, there's no such thing as a free lunch (though quad views foveated is getting very close). EDIT: Arrrrgh. Someone help pls. I think I'm going nuts. I'm seeing different results between restarting sessions. I think a restart might be necessary between changing MSAA x 4 -> DLAA. I'm not even sure if DLAA is the cause, but I have definitely had sessions where I can detect no shimmering in the periphery, and sessions where I can. DFR is definitely working as it is very perceptible in the menus and I am aware of the "square". If the effect is real, this is a very big deal. To check: in the F-18 engine gauge shimmers are very noticeable when the engine gauge is in the periphery, but I have had sessions where it doesn't shimmer at all. EDIT Again: Almost certainly down to DLAA. Shimmers in the periphery eliminated vs MSAAx4. Needs a mission restart (at least), i.e. changing the setting in-mission doesn't appear to do it. In normal usage (i.e. not using DFR) I can discern no difference in quality or performance between MSAAx4 and DLAA. -
Dynamic Foveated Rendering - Everything in one page
Hippo replied to mbucchia's topic in Virtual Reality
My very quick first impression with 2.9 is that DLAA (TAA too, but at the cost of too much blurring) noticeably reduces shimmering (I usually use MSAA x4 as I can't bear jaggies and shimmers), and that it seems to make any DFR peripheral area shimmering much less noticeable than before. Placebo or does anyone else feel the same? Might it be feasible to decrease the size of the focus area further? I will test when I have more time, but wondering if anyone else has already played around with this? -
IDK what that is, is it 2880 x 2880 per eye?
-
What render resolution are you running?
-
Can you recommend the Crystal to a happy Quest Pro owner?
Hippo replied to Flextremes's topic in Virtual Reality
I, like you, have a Quest Pro and am very happy. I haven't tried the Crystal but would be very wary of changing at this time. Main reason: this guy puts it very well. Just do the math and be very sceptical of YTs reporting butter smooth frame rates. Second reason, in spite of multiple YT videos singing its praises, is that Pimax QC and customer service are very suspect. I find this guy tells it like it is although I suspect his particular experience in this case might have been sub-optimal. -
First VR headset acquisition (2023).... what to get?
Hippo replied to LucShep's topic in Virtual Reality
Quest 2 with elite strap, vr cover facial interface and link (or 3rd party) cable. 2nd hand (ebay). -
Grrrr. Only bought mine recently at £999. Still within the 30 day return period. Would it be very naughty to return it and then buy it again at the lower price?
-
Mission 13 - Wingman flies into me during AAR
Hippo replied to Hippo's topic in F/A-18C Rise of the Persian Lion Campaign
After multiple reattempts (around eight) I have not been able to reproduce the issue, and the wingman has always behaved correctly, whether I was connected or not. I was actually running two "mods" (sorry for getting this wrong before) when I experienced the issue and which I removed for testing, so, unlikely as it may seem it could possibly be due to them. They are https://github.com/mbucchia/Meta-Foveated @mbucchia https://www.digitalcombatsimulator.com/en/files/3321955/ -
Mission 13 - Wingman flies into me during AAR
Hippo replied to Hippo's topic in F/A-18C Rise of the Persian Lion Campaign
Thanks again. I tried the mission again earlier and, wouldn't you know it, the issue didn't happen. This time I was taking fuel when the wingman disconnected, and now strongly suspect that it might only happen when I'm not connected; still, I don't see why 1. he banks right and doesn't just fall back, and 2. he flies into me. The next time it happens I will post a track in ED's bugs forum. Personally, I rather enjoy AAR, and like seeing it in (some) missions. -
Mission 13 - Wingman flies into me during AAR
Hippo replied to Hippo's topic in F/A-18C Rise of the Persian Lion Campaign
Will do. The only thing I'm currently running that is non-standard is mbucchia's dynamic foveated rendering extension for Quest Pro. Next time I try it, I'll make sure I'm un-modded. For a workaround I can just wait for the wingman to finish and then refuel on the port boom. I should add that I was having some difficulty staying on the starboard boom, so it's possible that the wingman flew into me as I was attempting a reconnect - not sure if that might affect things. Thanks.