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wju

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Everything posted by wju

  1. fyi https://forums.eagle.ru/showthread.php?p=3980858
  2. how many of us have to wish such useful feature, to developers starts consider to think about it ?
  3. interesting; would You be so kind and show us screenshots of CPU (per core) and GPU utilization in both cases?
  4. check CPU utilization per core, both SP MP
  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. 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?
  12. I can confirm - horizon freezes :-(
  13. 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
  14. 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" :-(
  15. very nice, any technical details?
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