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wju

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About wju

  • Birthday 01/01/1969

Personal Information

  • Flight Simulators
    DCS
  • Location
    EU
  • Occupation
    officium rat
  1. agreed, reliable ms/fps measurement is not the simple the best would be ingame implemented standard benchmark... well, OXR is the right way to go on, no doubt. I have played with it yesterday for the very first time. for me personally, caveats are the lack of kind of NeckSafer and not so polished MR on the other hand, I was always struggling on complex multiplayer servers, with may units etc. I have tried server with many units yesterday with OXR, where I was always limited by poor CPU frametimes (above 18ms). Now, with OXR and MR locked it to 30fps it is very playable. Nice experience.
  2. nice, thanks in what mission/map/module did you take the measurement?
  3. culpa mea, sorry guys, I have switched CPU/GPU figures for steamVR, the correct result are as follows: frametimes measured: openXR MR off: CPU 14,8ms GPU 10.8ms openXR MR on: CPU 15,0ms GPU 13.6ms steamVR MR off: CPU 13.9ms GPU 9.6ms steamVR MR on: CPU 14.4ms GPU 9.7ms steamVR measured by fpsVR, openXR values read via frame tining overlay
  4. may I kindly ask You to perform your own measurement? or did you any already? the best both MR on/off
  5. the 3ms GPU gain is present only in case MR off, which is not relevant for me. When is MR on, GPU gain is still there, but far less, see figures. well, it is all about my system (poor CPU maybe?), my settings, my preferences. Others can have it vastly different.
  6. !!! edit: steamVR figures have switched CPU/GPU values, the coorect ones, see few posts below!!! I can confirm CPU significant frametime impact in OpenXR, unfortunatelly negative I did a short test, for both openXR and steamVR, motion reprojection OFF and forced ON. Instant action, Cau/FA18/Ready on the ramp, looking strait ahead - it is my usual simple test, frametimes measured: openXR MR off: CPU 14,8ms GPU 10.8ms openXR MR on: CPU 15,0ms GPU 13.6ms steamVR MR off: CPU 9.6ms GPU 13.9ms steamVR MR on: CPU 9.7ms GPU 14.4ms measurements are repeatable with deviation +/- 0.3ms, SS in both steamVR and OpenXR set to 60% (my usual steamVR value) well, from my point of view, the real benefit of all that openXR fidling is the ability to run VR reprojection locked on 30Hz (I have Reverb G2 and fly MR on only) but openXR is so CPU hungry and lack of VRNeckSafer... the choice is, as always, based on personal preferences..
  7. thanks for sharing - I am maybe a bit late to reply, but I had found my own solution before You have posted your scene. Yours is more simple, than mine, as I use empty dds file. So, in accord of Occam's razor, yours is better.
  8. as said many times elsewhere - more options
  9. Hi all, I am proud owner of MCGU since last week. I cannot setup trimmers for axes. I have watched official video 3x times, followed instructions step by step, but still cannot make trimmers working on my MCGU. Latest firmware, all defaults, just axes recalibrated. Starting with simple try to set up trimmer for roll axis (Axis1 in default), see the screenshot below. Set to device, but without any effect. Any hints? Do I miss something not mentioned in the official VKB video? Or is it working only with Gladiator( hope not)? Thanks in advance.
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