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ITacHI

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  1. Dear fellow digital piolets! On Monday I will return my current vidcard (rtx 2060 super- I have not tested it extensively in DCS - got it a few days ago) and trade it in for something else. My most realistic choices are the GeForce RTX 3060 TI and the AMD Radeon RX 6700 XT. My System is a x99 system with 2 x 16GB DDR4 running in dual channel mode at 3200Mhz. CPU is a 2011v3 socket Intel 5820k (6 core 12 threads) overclocked to 4.5Ghz. Motherboard, if relevant, is a Asus X99 Sabertooth. PSU supplies 1200 watts (way more than what I need so it is future proof). Can someone please tell me which vidcard would be best to replace my 2060S with? I use my PC mainly for editing and rendering videos in Sony Vegas (hobby, not pro), streaming (OBS), gaming on 1080p and gaming in VR, which is mostly DCS world, on my Oculus Rift CV1 (I think 1440p but unsure). By the way, if someone has problems with the same motherboard and can't play in VR because of it (keeps disconnecting) or is getting USB 3.0 errors (recognized as 2.0), then hit me up here or via private message. I have a working stop-gap solution that I arrived at, after days and days of grueling trial-and-error when I first got my Rift CV1 years and years ago and I wouldn't give up until I got it working. Thanks in advance. Good hunting fellow flyboys and girls!
  2. F-15E, for me ever since I was a kid, has been the very definition of a 'fighter jet' and I can't believe that a proper, full module of this legend is finally coming to DCS. Been waiting for a decade, what's 1 or 2 more years? Aaany month now... Also, the Typhoon is coming to DCS as well, right? The world really must be ending...
  3. You're more than welcome, but I trust that this was not new info for you =) I just checked out SteamVR on my CV1 and you are absolutely right. Haven't used SteamVR for some months now so I was completely unaware of this change. It seems that after the update, the old 100% has become the new 50%.. I don't understand why they would do this though... It makes no sense to me; why label something 50% ("per eye") when it is in fact 100% (The native reso)? Thank you for setting it straight mate! I will be sure to modify my post and add a disclaimer. Silly Gaben doing silly stuff instead of giving us HL3... :P Cheers! :smartass: IT--
  4. Hi, I came here specifically to explain and say the following. If you have let's say an Oculus Rift CV1 and you are not using Super-Sampling (So Pixel-Density/PD set to default 1.0 and Steam set to 100% as well) your rig will have to spit out 1080×1200 pixels, times TWO (one for each eye). -1080 X 1200 X 2 = 2,592,000 pixels total per frame generated for both eyes combined = 100% (Let's call this 100% since this is the default demand on PD 1.0, no Super Sampling)- If you set P.D to 1.6 in DCS and keep Steam at 100%/no SS in Steam, then the total rendered SS resolution per frame, per eye, will be default resolution (written above) x 1.6: 1080 X 1.6 = 1728 1200 x 1.6 = 1920 ~1728 X 1920 X 2 = 6,635,520 pixels in total (1.6 PD = 257% demand on your rig when compared to the 100%/default setting of 1.0 PD)~ When you also set Steam to 200% on top of your already 160% SS in DCS, you're essentially applying Super-Sampling on top of Super-Sampling (bad idea), before it is downsampled back to the native resolution of the two screens inside of your headset (1080 x 1200 each) and shown to you. So in your case, 160% SS on top of 200% SS will yield: ~ 3456 x 3840 x 2 = 26,542,080 pixels total per frame (More than 1,000%- TEN TIMES the default 1.0 PD resources are required from your rig and mainly vidcard!!)~ Does it also provide you with a 10x better graphical experience? Cus it's using 10x as much computing power to deliver those frames.. My guess is not. Ultimately it's up to you if this sacrifice is worth it or not, but if I were in your place I would definitely give up the SuperDuperSuperSampling for a smoother constant 90FPS experience with a lower ONE-LAYER PD boost :doh: :joystick: The "Sweet Spot" in terms of PD in DCS is 1.8 to 2.0. Any perceived improvements above 2.0 is most likely placebo; so my advice to you (and anyone else reading this, with a beast GFX card in their rig) would be to use either SteamVR's Super-Sampling and set it to 180% to 200% or (better yet) use DCS' own PD slider and set it between 1.8 and 2.0. 1.8 PD = 1944 X 2160 X 2 = 8.398.080 Pixels (324% Compared to Default 1.0 PD) 2.0 PD = 2160 X 2400 X 2 = 10,368,00 Pixels (400% Compared to Default 1.0 PD) I'm forced to do 1.0 (No super-sampling at all) and still it's not buttery smooth on my R9 390, 5820K & 16GB DDR4 :cry: I wish I had even half of the graphical resources some of you have. No more 45fps 'allday 'errday and no more choppy game-play with a sidewinder hot on my tail, or worse a flanker moving in for the gun kill :pilotfly: Also, MSAA is very resource intensive (It's a form of SS also) and so are shadows in DCS VR (don't use high and up in settings). Be mindful of that also if FPS and smooth gameplay is what matters most to you. Edit: The number of pixels in this post are referencing the Oulus Rift CV1, and will differ from headset to headset, but the (increase in) percentages will be the same, irrespective/regardless of what headset or resolution you are on. Edit: PD = Super Sampling and Super Sampling = PD. The only real difference are the words themselves, Pixel Density & Super Sampling. Last-Edit-i-Promise: As imacken will point out in the next page of this thread, it seems that SteamVR will now show your headset's native resolution at 50%, not 100%... Now... At 100%... You will be already SuperSampling quite heavily it seems. My advice is to just avoid playing around with Super Sampling in Oculus Debug Tool and Steam VR and keep SS strictly within DCS' own PD option. Cheers! IT--
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