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wju

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Everything posted by wju

  1. how many of us have to wish such useful feature, to developers starts consider to think about it ?
  2. interesting; would You be so kind and show us screenshots of CPU (per core) and GPU utilization in both cases?
  3. check CPU utilization per core, both SP MP
  4. seems to be fixed :-)
  5. I also vote for paid major update with next level engine. Now we ride an old horse; ED know it better than us and are trapped in their “free world“ policy; consequently pushed to emit buggy modules to keep the DCS world go round. There is no free lunch.
  6. I voted for Vulcan as I understand it as a "VR (not only VR) performance improvement", but fully agree, that bugs are pain; one can put [REPORTED] into search and gets long list, way long... sad view :-(
  7. First of all - many thanks for the mod!!! I have tested it in DCS for the first time yesterday with no issues and yes, it really helps in VR :-) I had to map the keys to xbox in DCS as my trick from in IL-2 didn´t work (i.e. mapping joystick buttons to keyboard´s Ins, Home, PgUp via XPADDER) XPADDER registers key press from joystick but forwards it to DCS only when the xpadder is in the foreground; in such case other devices - keyboard, stick, throttle don´t work. That´s pitty, as this workaround runs flawlessly in IL-2; but nevermind, I am fine with xbox **** EDIT 25.7. : regarding to XPADDER; I had the old version; after upgrade to the latest one works flawlessly **** Well, any plans to implement "check six" in VR?
  8. @Delta: fps in VR is locked at 45 to compare GPU utilizationin in VR vs Screen
  9. i have retested GPU load with PD 1.2 Screen pixels total: 2560x1440 = 3 686 400 pixels VR pixels total with PD = 1.2: 1080x1200x2x1.2x1.2 = 3 732 480 pixels On screen I get 40% GPU usage with 60fps (vsync on) With VR I get 55% GPU usage with fps locked on 45 only It would be 55/45*60 = 73% for 60fps - OK, it is not double but still too much I think; hope the calculation is correct now well, is it really so, that GPU is responsible for calculation objects positions? I believed (probably worng) that it is CPU´s job and GPU just renders the scene, ie colors, shades, fading etc.. anyway, hope they find some improvements ;-)
  10. culpa mea, I test it with PD 1.2 next time ;-)
  11. @Svsmokey - yes, we have to wait
  12. I did a small test today - screen vs VR (Oculus CV1), here it is: Screen pixels total: 2560x1440 = 3 686 400 pixels VR pixels total: 1080x1200x2x1.4 = 3 628 000 pixels Oculus CV1 with 1.4 pixel density -i.e. roughly the same number On screen I get 40% GPU usage with 60fps (vsync on) With VR I get 70% GPU usage with fps locked on 45 only It would be 70/45*60 = 93% for 60fps - more than double! CPU is slacking in both cases; but yes with monitor much more… scene is TF-51 - free flight Tbilisi Is it normal or do I have something bad in my settings?
  13. I can confirm - horizon freezes :-(
  14. Intel® Turbo Boost Max Technology 3.0 causes one core affinity I can confirm, that Intel® Turbo Boost Max Technology 3.0 causes DCS.exe affinity to one core only. Disabling Intel Turbo solves the problem. This strange behavior occured after last WIN10 1809 upgrade MB: MSI with X299 chipset; CPU: i7-7820x
  15. online Thank for this mod - FPS significantly improved in my Oculus. Is there any way how to enjoy it online? Aka servers are asking "pure client" :-(
  16. very nice, any technical details?
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