

prccowboy
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Everything posted by prccowboy
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Juksen, Thanks for the input. I had attempted your first method before, BUT it introduces a strange cockpit flicker (in the A-10C at least) so I gave up. However, your second method (EffectRadius =1.000000) seems to work without causing new problems. Hopefully I can now play DCS with the SLI performance gain (albeit without clouds). Although I wish DCS would just roll back the cloud rendering to whatever they had in 2.5.0 where everything worked great with SLI
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I still have the performance increase (scaling is working) in 2.5.2.20143 with nearly double the framerates using my SLI tweaks vs. single card BUT the cloud flicker (introduced in 2.5.1) is unbearable.
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I don't expect DCS to model every light on the Vegas strip. Nevertheless, Vegas is an easy real world example for me personally to judge the lighting because I'm familiar with it (I can't judge Caucasus or PG because I've never been). I also agree Vegas is an extreme example. That said, it *does* detract from the immersion factor when we have to fly low over the strip just to see the lit buildings when they should be visible from a very long distance. Don't get me wrong. I'm trying to give constructive feedback and I'm happy with the general direction of the lighting improvements. The current lighting is much better than it was initially in 2.5.0. I just think it needs a little more work - especially in arid maps where light travels better. The taxi lighting (blue taxi markers) are also improved (with 2.5.0 I had to use NVG's to taxi), but they still seem dim to me in the A-10. However, if someone tells me that IRL Warthog drivers can't see sh*t thru the tinted window at night then so be it.
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I also lived in Vegas and agree with lasvideo. While the desert around Vegas may be pitch black, the Vegas "strip" is VERY bright and can be seen at a long distance. Example: The light from the Luxor casino alone is 42 Billion candela (yes, billion with a B) and can be seen 275 miles (440km) away. I agree the DS lighting has improved (and I'm very happy to have flood lighting again in the A-10), but at least for NTTR some further tweaking is required to approach real world lighting visibility. Even with the improvements, It is still really hard to see taxi lights thru the A-10's tinted windows.
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DCS 2.5 with SLI\CROSSFIRE
prccowboy replied to ambision's topic in PC Hardware and Related Software
SLI works great in 2.5.0 Release. Up to 100% performance improvement (double framerates) if your GPU is the bottleneck. But, you need to do a little tweaking to make it work properly (the default Nvidia profile does NOT activate the SLI performance bits in DCS - only one card is used. Which is why most people think there is no improvement with SLI). So, I wrote a guide to make it work properly to utilize all the cards in a SLI rig, here => https://forums.eagle.ru/showpost.php?p=3410823&postcount=65 However, 2.5.x OB broke it - now, there is bad cloud flicker (I suspect clouds are not rendered every frame) and I haven't found a fix yet. I wish DCS DEV's would roll back to the cloud rendering used in 2.5.0 (or give us an option to set every frame, like the TGP displays) -
All triggers broken after adding radio transmission
prccowboy replied to Adixylian's topic in Mission Editor Bugs
I had this problem before, try the following: Check whether you have any information in the "Name" field for the radio transmission. If it is blank then put some unique name in the field (don't use same name for different radio transmissions) I suspect => this is a required field to allow the script to reference your radio transmission. If it is blank then the script has an error and then stops processing all triggers. -
AFAIK, yes - any change that DISABLES SLI performance will "fix" the flickering clouds (at the cost of the extra GPU power and a whole lot of fps); however, if you have settings that work please share them.
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Unless DCS goes back to the cloud rendering that was in 2.5.0 Release, I doubt we will find a fix. :mad:
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odd. I have no problem with sli/vsync (or stuttering). My settings are, in DCS: Fullscreen enabled, Vsync Off. In Nvidia Inspector: Vsync = "Force On" (or "Fast Sync" if you don't want to cap the framerates), Vsync Smooth AFR = "On", Vsync Tear Control = "Adaptive" (with 2.5.x I don't usually need to L-ALT+Enter but it sometimes helps to Force the Nvidia settings)
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Unless you did something funky (like separate Nvidia profiles for the different DCS builds), the SLI profile is the same on both 2.5.0 and 2.5.1. Most likely you have different settings in DCS for the 2 builds. Confirm you have the same settings, and try disabling Vsync in the DCS settings (use the Nvidia settings for Vsync) and try checking "full screen" in DCS (you might need to L-ALT+Enter regardless)
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yeah. I'm rather annoyed about that. It took a lot of effort to find compatibility bits that worked. finally had SLI running perfectly in 2.5.0 and then 2.5.1 broke the clouds. :mad: I'm still not sure if it is SLI (in another thread someone stated they also had cloud flicker with NO sli) or there may be compatibility bits that work better for 2.5.1 but I haven't had the time or energy to look for a solution. So, I'm currently running 2.5.0 Release when I have clouds and 2.5.1 beta for other missions
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No problems with 2.5 Release (you might need 512 / 1024 every frame setting and/or Vsync/Gsync to eliminate flickers), but 2.5.1 may have issues with cloud flicker (not sure if it is SLI related) see this post => https://forums.eagle.ru/showpost.php?p=3476531&postcount=77 and my guide in post #65 => https://forums.eagle.ru/showpost.php?p=3410823&postcount=65
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that is my point. I am running a i7-3930k@4.5Ghz and 2x580gtx and I have better performance than you in the same mission (but a little less eye candy) So, you should be able to optimize your settings for better speed if you want with your hardware (which is faster) FYI, in your mission I get 60fps with no SLI and 75-90fps with SLI (so my SLI gain is not huge in that situation, but it is STILL SIGNIFICANT 25-50% performance improvement) and yes, one of my cpu cores (12t) is maxed. edit: This is flying straight/level on the flight path set in the mission while looking forward through the cockpit your frame times are high (25millisec?), so I again suggest you look at my PM and consider where you can both optimize your settings AND make sure SLI is truly enabled (your screen shot makes me think you have both gpu's running but SLI is not truly enabled - but maybe it is a driver difference in how Task Manager shows gpu)
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yes, and those "flags" are setting “SLI compatibility bits (DX10 + DX11)" setting to “0x080600F5" (other settings will either NOT give you performance gains or will have flickering problems, etc.) But SLI only increases gpu processing power, if you are bottlenecked elsewhere, then you will NOT see gains. I suspect you have other settings (possibly reshade or having all your DCS settings at extreme, or drivers, or Gsync/Vsync settings) that is slowing your system. At the end of the day, I can run your mission at double your framerates with much older hardware (2x 580 gtx) and no stutters, graphic anomalies or other issues (but I optimized my configuration to match my system). If you do not want to look at other areas that are causing your bottlenecks (as I suggested in PM), I can not assist further
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Paradox, You have effectively DEACTIVATED SLI in your 'final' parameters. (wrong compatibility bits and you can see that your 2nd GPU is not working in the graph) However, I don't think your problem is SLI-related. Even with 1-card, I get better fps in your mission than you do (with a much older pc). I think you have other problems. I sent you a PM with some things to try (take the non-SLI related discussion off this thread)
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I get 75-90fps in your mission with much older hardware than yours but I use lower settings. 1) Try reducing your visual range (portée visuelle) in DCS settings to see the effect. 2) you might try disabling Vsync in DCS settings, but enable Vsync in your .nip file 3) if you want to post your .nip file, I will check it out edit: 4) you are pushing a lot of pixels but I assume your 1080's can handle it. However, you might try enabling the "show SLI visual indicator" in the Nvidia control panel to confirm you have SLI running
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OK, I'm including 2 .nip's in a .zip file (can't attach a .nip) If you follow my guide, you should get a .nip like the first profile ("DCS Basic SLI.nip") This should be all that's needed to activate the correct SLI bits. Using this .nip I had the following results vs. the default Nvidia profile (in 2.5.0): Caucasus: Nvidia default profile: 35 fps DCS Basic SLI.nip: 64 fps NTTR: Nvidia default profile: 50 fps DCS Basic SLI.nip: 90 fps However, you asked for *my* current .nip, so I also included it ("DCS SLI and other settings.nip") Note: the second profile may NOT be optimal for you. This is slower than the first profile and it is tweaked to my personal preferences and my system to eliminate tearing, flickering, microstutters, add antialiasing, etc. (It turns on triple buffering, Vsync with smooth/adaptive settings, FXAA, sets power management to max performance, and sets GPU count = 2) DCS SLI profiles.zip
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No TGP flicker or other graphics problems on my system with 2.5 Release (I use 385.69 drivers, Vsync, and 512 every frame for TGP and these SLI bit settings =>HERE) Note: 2.5.1 Beta introduced a cloud flicker but I don't know if it is exclusive to SLI
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"and yet it moves" proof => HERE and HERE
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with software updates that throttle performance/speed of older versions ;)
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*sigh* 2.5.1 update broke the cloud fix... I have flickering clouds again :(
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To defer shading or NOT to defer shading, this is the question...
prccowboy replied to ac5's topic in DCS Core Wish List
A-10C still has cockpit lighting problems too in 2.5.1 :( some of the other modules have good night cockpit lighting. Wish the HAWG would get some love -
I think this has been resolved => https://forums.eagle.ru/showpost.php?p=3463579&postcount=49
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2.5.0.14138.317: Multiplayer Server Crashes Every 5 mins, to almost 4 hours
prccowboy replied to Drexx's topic in Game Crash
I haven't had time to do any extensive testing but it looks good so far in quick tests - no transport.dll crashes yet. Thanks to everyone involved in working on a fix.