

Hippo
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My experience so far. Please note that I only got my QP a few days ago and am very, very late to the whole OpenXR Toolkit party. 13900KF / 4090. I have found the DFR to work very well, like others I believe I'm occasionally seeing what has been described as a dark rectangle, although I would perhaps say very thin grey line. My aim is to consistently hold 72 fps (which in this test I do), so I use MSI Afterburner to record my GPU % util and use that as a "measurement" of performance. Flying the same mission, I see the following: I reckon that's around a 10% reduction in gpu util. Very useful, although I suspect I'm going to have to tweak the settings somewhat as the peripheral artifacting is a bit too noticeable for my liking. Is this more or less what others are seeing? I also include results using OpenXR Toolkit with FFR turned on only. At qual/wide and pef/narrow for comparison peripheral_multiplier=0.4 focus_multiplier=1.0 horizontal_focus_section=0.5 vertical_focus_section=0.5 vertical_focus_bias=0.25 turbo_mode=0 smoothen_focus_view_edges=0.2 sharpen_focus_view=0.0 2023-06-22 11:07:56 +0100: Recommended peripheral resolution: 1126x1158 (0.400x density) 2023-06-22 11:07:56 +0100: Recommended focus resolution: 1408x1448 (1.000x density) Why is vertical_focus_bias set by default to 0.25 and not, as I would've thought more logically, at 0.0? Is there any cost to turning on sharpening? Any value to it in combination with the settings I'm using? In case anyone wants to compare I have attached the mission I used (F-18 over Dubai). The autopilot is turned on automatically at mission start, so can just sit back and watch. My graphs are up to the end of the first turn, keeping my head steadily looking forward. (frametime scale is 0 - 50 ms) null benchmark_01.miz
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I wish to complain about the long-standing and continued lack of any proper explanation from ED as to what these mask settings do. They've been in the options for ages, but there's no tooltips* and no explanation in the manual. I have been unable to discern whether they do anything at all, and can only conclude that they don't. It is unacceptable to have to come to the forums to try to get answers on this and only find speculations from other users. Please, with relation to the following settings in the VR options MSAA Mask Size enable HMD Mask Could someone from ED please provide an official explanation? What exactly do the settings do? Are they active / do they work / require specific hardware to work / etc? If there is an official explanation somewhere, then please accept my apologies for the above and kindly point me to it. Perhaps ED could consider putting up a locked post that has a detailed explanation of all the options which is updated immediately every time a change is made. Thanks for listening. * There are no tooltips for any of the options in the VR section. EDIT: Apologies, MSAA Mask Size is explained in the manual It does no such thing on my system: whatever I set it to my entire image has AA applied to it. So the question remains, has it even been implemented? Does it work for anyone else? I've been through 3 GPUs, 2 motherboards and 2 headsets this year and this option has never worked for me.
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Quest Pro vs G2 Impressions - 4090/7950x3D
Hippo replied to DirtyMike0330's topic in Virtual Reality
After viewing Ismael's (above) and Lukas's videos (thanks guys), and considering the more reasonable £999 price tag I decided to give QP a go and mine arrived on Friday. I was hoping perhaps for some suggestions or thoughts from QP veterans regarding the negatives below. But first the positives. Coming from a Quest 2, the improvements in clarity, colour and brightness are amazing, and well worth the upgrade. I was in the civil sim F-18 yesterday and had a first in VR: I was blinded by the sun's reflection in the mirror. The point made by Ismael that that he prefers the open design was intriguing. I would also have expected a confiict of the senses but find that my brain fools me into thinking that when I, e.g. roll, my hotas, and my room roll with me, and it's as if my carpet becomes the cockpit floor. Perhaps even adding to immersion; most peculiar. I still need the side blinkers though. I have ordered Meta's light blocker (at an extortionate £50!) as I think I will prefer it for "normal" VR games. Anyone else using this? Any good? Translational movement in VR whilst the floor remains stationary is not ideal, but I find that I can ignore it. Being able to see the keyboard and controllers is also very handy. The additional airflow makes things more comfortable too. Some say give me more pixels. No (or at least not yet), say I. Personally, I find that my 13900/4090 gets me Oculus SS all the way to the right + AA + reasonable settings + 72 fps over Dubai at low level, something that I thought would not be possible. More pixels will surely take me into the land of ASW which I really try to avoid at all costs. IMHO (and I realise it will be a controversial one) the QP is the perfect performance match for my system. The Aero and the Pimax "QC" Crystal are just too expensive for me, and have IMHO too many pixels to push. And now I find, when not expecting it all, that we're going to be getting dynamic foveated rendering as well. Thank you, thank you, thank you mbucchia for doing this. And the missus, and your bunny, and whoever it was that just wouldn't let it lie on reddit. Local dimming. The blacks are much better, but I do find the glowing in night flight a bit distracting. Overall, an improvement. I did ponder returning it and waiting for the Q3, but won't that be using just one LCD? Will it have global dimming? The same lenses? More pixels (see previous point)? No eye-tracking. Sometimes it's just time to throw caution to the wind and... JFDI. And now the negatives... This is Meta's beautiful headset for beautiful people (a club to which I do not belong), and my oversized and misshapen head is not compatible. If I wear the headset for optimum comfort I find that the bottom of the screens are almost in my eye-line. To get the best vertical FOV I have to angle the headset so that it (or, feels at least that) is pointing downwards, but then the lower edge only of the rear cup rests on my head. I have currently alleviated this by, as suggested by others, flipping the rear cup so that it is upside-down. This helps, but the main issue - acute forehead pain after around 30 mins - remains. I have read elsewhere that people get used to it over time as the front pad gets softer. I very nearly returned the headset on Friday evening because of this. I have now also ordered a Globular Cluster replacement pads and strap set. Hopefully this will help. It especially grates that after dropping £999 I now have to fork out another £90 (inc light blocker). I would be interested in hearing other views on the forehead pain, especially from the YT guys mentioned above, since IIRC they don't mention it at all in their videos. It gets warm, and being closer to your face, can make things a bit sweaty (not in DCS, just "normal" gaming). TL;DR? Thanks to the much improved visuals and reduced price this is an excellent headset choice for DCS, but some will find comfort has been sacrificed to looks. I will be keeping it and selling my Q2. -
I can assure you there is nothing "seriously wrong" with my set up. it made no practical discernible difference for DCS in VR. You may have a point about "mechanism of measuring", and it's quite possible that CPU frametimes, etc, got lower, but the actual fps and gpu %util (the limiting factor) I experienced, with the types of mission I used to test, and my specific settings, were exactly the same. This was a few months ago. I have very recently got myself a 4090, and that has most certainly made a very considerable difference My wallet: not quite so happy. My understanding on Windows activation was that it is linked to your motherboard hardware. Apologies if this is incorrect. https://support.microsoft.com/en-us/windows/get-help-with-windows-activation-errors-09d8fb64-6768-4815-0c30-159fa7d89d85
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Whenever I upgrade my system, I always reinstall everything from scratch and I would recommend you do the same - at the very least it can eliminate the issue being something in your old configuration. I recently upgraded i8700k -> i13900k and, with a 3080 ti, in VR DCS saw no improvement in performance whatsover. You definitely should not be seeing lower frames, though. I can't stand W11, so stayed with W10 - you can get a new licence very cheaply at places like https://m.cdkdeals.com/ .
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It was just me misremembering, I think I just needed a bit more time to get back into things. Sorry for the bother everyone and thanks for replying.
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Mission 5. JSOW shutted down by sa-10.
Hippo replied to Ala12Rv-Skyfire's topic in F/A-18C The Serpent's Head 2 Campaign
Edit: no problem with the tanker. I was trying to find it after I had failed to hit the targets and didn't realise its appearance was trigger based. After hitting the targets found the tanker no problem. Mission now completed. Onwards and upwards. Thanks. -
Mission 5. JSOW shutted down by sa-10.
Hippo replied to Ala12Rv-Skyfire's topic in F/A-18C The Serpent's Head 2 Campaign
Thanks again for responding. I admin that I didn't read the PDF briefing, but having checked it, the text is the same as the in-game. Suggestion: perhaps put it in the kneeboard as well; as a VR user I'm all for having as much as possible in the kneeboard. The red/ green alert thing seems fine to me, but the point is that the player shouldn't have to come to a forum to find this out. I was running low on fuel in the mission on the way back to the carrier, I must've been around 60 nm from the target, and activated the TACAN but couldn't lock on to the tanker, so I assume it was just too far away (but where?). I didn't expect to locate it from the briefing, but to know its general wherabouts would've been helpful. This is information which I assume is normally provided and imho should be in the briefing (is it the blue arrow on the chart?) I am not posting to be negative or difficult, but to suggest changes that would've improved my experience in the mission and so might help others in the future. Whether you decide to make changes or not is of course your decision. I have no idea how many people are still buying your campaign, and I understand and have every sympathy that you can't be expected to support and improve it forever. Whilst I'm here. I was unable to hit the targets in this mission but still attempted to make my way back to the carrier and was then greeted by a MISSION FAILED message and the mission ending. I much prefer allowing the player to continue and providing any such information after landing. IMHO returning safely to the carrier is the most important objective. Obviously not suggesting that you change that, just that you maybe consider it for your future campaigns, which I hope there will be. -
I guess my eyesight must be going. Thx.
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I've been away from the Apache for a couple of months or so. When I tried it out today, I'd swear that I'm having to focus my right eye close in to read the IHADSS, whereas I did not have this issue before. It's as if it's no longer at infinity but much nearer, on the monocle perhaps? Also is the pilot's head position higher than it used to be? I'm pretty sure his helmet must be hitting the "ceiling". Am I just imagining things?
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Mission 5. JSOW shutted down by sa-10.
Hippo replied to Ala12Rv-Skyfire's topic in F/A-18C The Serpent's Head 2 Campaign
The briefing, imho, does not make it clear that the JSOWs are at risk of getting shot down if you get closer than 40 nm. Also, if the SA-10 can shoot down the JSOWs, then it will be able to do it whether your F-18 comes within 40 nm or it doesn't. Hence some reason is required to explain to the player as to why he has to keep 40 nm away. Another thing I had trouble with was that I couldn't work out where the tanker was from the description in the briefing, which I found too vague ("just west of the mountains"). -
Mission 5. JSOW shutted down by sa-10.
Hippo replied to Ala12Rv-Skyfire's topic in F/A-18C The Serpent's Head 2 Campaign
I've just played this mission and wanted to offer my 2c. What I took away from the briefing was that the my aircraft was at risk of getting shot down if I got too close, so I should keep my distance. I don't think it's fair to assume that the player should know that what's actually happening is that by his getting too close the SA-10 is being activated and his JSOWs are then at risk of being shot down. The end result was that although I got the SA10 on my EW, I thought I was doing ok as I didn't get shot down but, of course, then my JSOWs did. And so here I am in the forum trying to find out what's going on, and the whole immersion thing has taken a bit of a hit. I think it would be preferable for the briefing, in some way, no matter if contrived or unrealistic, to directly tell the player that his aircraft must not be detected by the SA-10 or e.g. the operators will suddenly get very jumpy and spot the JSOWs which they otherwise wouldn't have, or some such. Anyway, I continue to enjoy the campaign, thanks for making it. -
correct as is Unit tagged as "invisible" is attacked.
Hippo replied to Hippo's topic in General Bugs
Thanks very much, that fixed it. It's odd though as this didn't happen the last time I flew this mission (I'm almost certain it was this year). I have a number of other missions with a JTAC set up the same way (although it and the enemies are in different positions) and it doesn't happen there. Still, very useful advice which I'll be sure to follow in future, so thanks again. -
See attached track. Shouldn't LASER time get to zero around 10 seconds before bomb impact? Instead the countdown carries on for over a minute. gbu24_laser_issue.trk
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correct as is Unit tagged as "invisible" is attacked.
Hippo replied to Hippo's topic in General Bugs
Thank you, but I am referring to the ME unit perform command "invisible". I apologise for not being clearer with my explanation. The DCS user guide states on p 274 -
Pls see attached track, the JTAC is attacked and destroyed soon after mission start. I don't remember when I last flew this mission, but this had never happened before.jtac_issue.trk
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I just tried your mission again, and I saw the issue you described: the weapon activates and attacks the ship before getting to the turnpoint at WP1. It's curious as this doesn't happen in the mission I set up. Speculating, perhaps in your mission the distance between the turn point and the target is too short and the weapon is forced to activate early?
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Thank you both for replying. I assume you are both referring to issue 2. _SteelFalcon_, if you wouldn't mind, please could you expand on your statement? My understanding of BN's post re immediate lasing is that it's only necessary as workaround to an existing bug. Please correct my limited understanding of how these work: once a point is designated the bomb is launched towards that point, the lasing is only needed at the end of the trajectory for final guidance. What the point of CLAR OVR is somewhat eludes me. Why would you want to launch outside of the LAR? The bomb would then never be able to reach its target. I can perhaps see why it might disable automatic lasing, which I assume is what the manual is referring to, if someone else is also lasing. What about issue 1? Sorry if I didn't explain myself correctly, but my understanding is that it should be possible to drop the bomb at any time once you are in the LAR. It is not. The bomb only drops once the dot passes through the FPM.
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I've taken a look at your track and (sorry) found it a bit hard to follow (there's a LOT of button pushing happening). I attach a mission and a track, where the behaviour I see is as expected. I usually select the wp I'm going to use as a turnpoint in the hsi before selecting HPTP. Why are you not using the SEA radar mode? I have tried to reproduce the issue but have been unable to. harpoon_01..trk harpoon_test.miz
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The EA guide states: 1st issue: in attached track gbu-24_01.trk, although it may not be evident I hold down the pickle button as soon as I am within the CLAR (dot has gone below top horizontal line) however the bomb doesn't drop until the dot gets down to the FPM / horizon line. This would appear to be in disagreement with the above statement, or at least as I understand it. 2nd issue: so I try a slightly different approach in track gbu-24_02.trk. This time I turn on CLAR OVR, and I can drop the bomb when I want to, so I drop it as soon as I am within the CLAR, but this time the bomb misses completely and I am at a loss as to why. I have tried this several times with the same result. gbu-24_02..trkgbu-24_01..trk EDIT: immediately after posting I noticed (wrt 2nd issue) "and post-release lasing is disabled". Not entirely sure what's going on here, but now strongly suspect it's me doing something wrong. Perhaps someone can advise? 2nd EDIT: on further checking I'm guessing CLAR OVR is for when someone else is doing the lasing so your laser is deactivated? So issue 2 is "correct as is" I suppose?