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Everything posted by fjacobsen
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I find that at least all ongoing beta modules should be kept updated in 1.5.8 until deemed final modules. People have bought them as early acces also for 1.5.8 and should expect to see them being finished for 1.5 There might be users with systems not capable to run 2.5 who bought those modules only to be used with 1.5 After those final updates, it´s reasonable for ED to end further development on 1.5.8 and move on.
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The problem on my low end system is not low FPS. I can set DCS 2.5 up to have a constant 50-60 FPS, which is more than sufficient for me. Problem is the stuttering, not probably caused by the insane memory demand. I´m happy to see that this issue is among the developers top priority, cause no other sim or game I have uses this huge amount of memory.
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+1 As good as Deffered shading looks, I simply don´t find the performance impact is acceptable. I would prefer ED to optimise, or better add, diffent graphics tuning inorder to make non deffered shading look better. As it is now the option to turn Deffered shading On/Off does not make much sense.
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We need to have a chat about memory...
fjacobsen replied to Stacker's topic in Game Performance Bugs
I hope they will find some kind of bug, since Memory usage is extreme.... DCS 2.5 uses 97% of my 8GB P3DV4.1 with Orbx Global Base, ASN running, PMDG 747-400 at a gate at EDDF (Aerosoft) and UT Live with 50% trafic uses: 61% of my 8 GB IL-2 BOK with highest settings all ground units activated and 16 AI aircraft uses 46% of my 8GB And honestly - DCS 2.5 with my current settings (Low-Medium, 2xMSAA, DS:Off), Player AV-8B, 1 x AI AV-8B, 3 ships and 6 vehicles, doesn´t look as good as those two sims. -
After having booted up the TPOD it tells CCD in the upper left corner, though the image is from the FLIR. Toggling to FLIR and back to CCD restores CCD image.
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We need to have a chat about memory...
fjacobsen replied to Stacker's topic in Game Performance Bugs
I fully agree... I also ust have 8GB and is using other sims like, P3D V4.1, IL-2 BOX, Project Cars 2, Assetto Corsa as well as a bunch of the latest First person shooters, and don´t have any problems running these with fairly high graphical settings. I coul understand the high memory demand of DCS 2.5 if the graphics where ahead of these games, but hey are not. Not that DCS 2.5 graphics are bad, but the memory usage is insane and in my eyes something is terrible wrong. The strange thing is that even with deffered shaiding On, I have >40 FPS, but the sim stutters. With Deffred shading Off it runs fairly smooth, but then it looks ugly. -
We also have to have a chat about MSAA and deferred shading
fjacobsen replied to muse458's topic in Game Performance Bugs
It has been an isue ever since Deffred shading has been added - so not just 3.5 days. You are right- I don´t know how much effert the devs put into fixing this, but according to the many many reports about the problems with it, I wonder why it hasn´t been fixed or just improved. It has been told by many with great knowledge about this, that Deffred shading and MSAA working together cannot work, so why not introduce other AA methods ? They could have added SMAA or even FXAA, so You don´t have to use 3rd party mods like Reshade. For me DCS 2.5 has too major problems inorder to fully replace 1.5.8 (at least for me) and that is the isseue with DS vs MSAA and the incredible hunger for memory. Maybe 8GB system RAM and 4GB Video RAM isn´t exactly what is used in today Gaming computers, but honestly I have zero problems with any of my other games / sims, including P3D V4.1, IL-2 BOX and a handfull of First person shooters and Racing sims. The only excuse is that Flight sims has become a niche' and a company like ED doesn´t have the ressources other game type developers have, but still I have hoped, and stil do, that these issues will see some improvements in not so long a timeframe. -
We also have to have a chat about MSAA and deferred shading
fjacobsen replied to muse458's topic in Game Performance Bugs
I agree with the OP that it is strange that not more effort has been put into fixing this. Deffered shading might be a nice thing, but not if You cannot use AA. Setting AA through the Nvidia Control Panel does not work and even using Reshade SMAA with deffered shading makes the sim stutter. If the terrain and especially the trees cannot look right without deffered shading, why then even make it optional ? I know thi is a alpha / beta version and 2.5 is fresh from the oven, but these issues also existed in 2.2. Right now the smoothest experience for me is with 2xMSAA and Deffered shading Off and the live with the ugky trees and weird greenish cockpit in the AJS37 Viggen when the radar is On. The problem is that personally I don´t find the graphical finess with 2.5 is so much better than in 1.5.8 - so the performance impact we see is kind of out of the world compared from 1.5.8 Caucasus map. Even trees are visible much longer away from You in 1.5.8 than in 2.5, even with Trees set to 100%. -
Thats also what I use and I find especially the trees looking horrible, the rest I can live with. But for the sake of performance, I hope that they can make the sim look better with Deffered shading off. I have tried with MSAA set to off and the use Reshade, wich kind of AA the cockpit, but the terrin is still shimmering and with Deffred shading On, I get stutter (not low fps).
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+1 My system is also rather old (see signature) and I can run most recent games with good FPS, offcourse not at full settings, but still with most at high and ultra.
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Bug: 1st GBU12 released explodes despite Fuze set to Safe
fjacobsen replied to fjacobsen's topic in Resolved Bugs
If thats true, why does the subsequent bombs not destroy the vehicles they hit ? -
Failed to get authorization data. Error code is 502
fjacobsen replied to epoch's topic in Installation Problems
Not fixed - I still get the error when starting DCS 2.5 -
It´s not fixed
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I have a GTX960 4GB and only 8GB system RAM. With Deffered shading on and MSAA: 2x - I get 50 FPS around Batumi in the AV-8B. Most of the time it runs smooth, but withh occasional stutters. Offcourse it runs better without Deffered shading, but then the trees looks terrible, especially at noon.
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Yes but 1.5.8 Release version has it´s own forum. Now 1.5.8 Beta has become 2.5 Beta, old 1.5.8 beta stuff could be trashed or moved
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Will there be a forum cleanup now 1.5 beta is gone ?
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Mine looks the same... Deffered shading is off in my setups, since it doesn´t run well with it.
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Along the bug I posted above with AR/PT not toggling, I also see this.. Seems not to work: 1. Aircraft HOTAS Control Mode (TDC) This TDC control mode, which is the default mode, is available when the TPOD is displayed on either MPCD. In this mode TDC control is assigned to the aircraft’s sensors (INS/DMT and IRMV) and not to the TPOD. The TPOD is slaved to the aircraft’s command LOS ( A/C CMD LOS), the aircraft’s selected target point. If no A/C CMD LOS exists, the TPOD sensor head is caged to the boresight position (depressed 2º in elevation). Otherwise the TPOD is locked on the aircraft’s target. Any TDC command will be ignored by the TPOD and instead will be obeyed by the selected aircraft sensor. TPOD sensor head will not move from its caged position until an aircraft target has been designated. The TPOD is using this control mode when the legend next to PB14 displays TDC. The problem is that the TPOD does not move to the DMT / MAV Line of sight. Seems to work: 2. TPOD Slew Control Mode (TDC) This mode can be selected by clicking on the PB14 when the TPOD primary display page is displayed. The TDC legend is underlined (TDC) to indicate that this is the operational TPOD TDC control mode. Clicking on TDC will return to the default mode (Aircraft HOTAS Control Mode) and remove the underline. In this mode the TPOD captures all TDC commands. If the TPOD was in SLAVE mode, it will automatically select AR track mode. When the TPOD designates a target, this target becomes the aircraft’s selected target (A/C CMD LOS) and all aircraft sensors are automatically locked to it. This seem to work as described. Seems not to work: 3. TPOD HOTAS Control Mode (HTS) This mode can only be selected by double clicking the [sensor Select DOWN: HUD Scene Reject/TPOD] HOTAS button in less than 0.8 seconds. The PB14 legend displays HTS to indicate that this is the TPOD TDC control mode. To exit this mode, either double click on [sensor Select DOWN: HUD Scene Reject/TPOD] HOTAS button or click on the PB14 to select any of the other two modes: TDC or TDC. In HTS mode, the aircraft TDC and Sensor Select Switch are controlled by the TPOD. The TPOD obeys all TDC commands and can be controlled by the SSS HOTAS switch, but any TPOD target designation is not considered an aircraft target designation and thus cannot be used for an attack run. Apart from being able to control the TPOD via HOTAS commands, it works exactly like TDC mode and sets DMT / MAV Line of sight, where it according to the description, shouldn´t set DMT / MAV Line of sight. Regarding the AR/PT bug, what I see is that PT automatically is selected when the TPOD cursor is moved over an AI object. Pressing PB20 does nothing. Moving the TPOD cursoe over static objects does not change mode from AR to PT. FinnJ
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Sometimes I cannot toggle between AR/PT - why ?
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Yes they do at least in 1.5 beta. For the added functions to work You must be in HTS mode.
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Ensure that You did not do the same fault like I... Bomb fuzes must be set inorder to make the bombs explode. It seems that there is a bug that makes the 1st bomb released explode despite the Fuzes set to Safe, Thus You get an impact on the first bomb run. But when dropping the next bombs, they do go to the intended new target, but does not explode and thus You might interprete that they did not hit Your target, but hit the first target instead, since it´s the only point smoking.
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As title says... I have not tested if this is common for all bomb types. I found this when testing the TPOD after the 24.01.2018 1.5 beta update. My thought was that the TPOD lasing hadn´t been updated and the bombs only hit the first designated target. I found that I had forgot to set the bomb fuzes (all bombes where released with fuze set to SAFE). The first bomb exploded, but not the subsequent bombs, thus I thought they hit the 1st target, whcih they actually did not.
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My bad :cry: Seems I forgot to arm the bombs, therefore I could not see them impact. But it seems to reveal that though the bomb fuzes are set to safe, the first bomb will explode disregarding the fuze setting. But the TPOs works as expected !
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It seems that the fixes to the TPOD hasn't been included. The bombs still hits the first target that I have designated with the laser. After having hit the first target, I extend and setup for a new attack. Laser is turned off after having hit the first target. Then I setup and designate the next target on the TPOD and ensures that the DMT is looking at the same target as the TPOD. Dropping the bomb makes it hit the first target and not the new target.
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In real life fintuning the laserspot on the target while the bomb is in-flight towards the target should be possible. Also if the bomb is in-flight towards the taregt and non-combatants are entering the target area, pilot's will move the laser away from the target to hopefully have the bomb impact at an safe area from those non-combatants. (I have read so in book written by a Danisg F-16 pilot during his missions in Afghanistan). But - like on the A-10C, the Laser should not be active before few seconds (appr. 8 secs. suffice) before bomb impact. Otherwise the bomb will start to maneuvre towards the target too soon and maybe deplte the energy necessary to reach it´s target. I have not noticed whether we on the AV-8B / TPOD can read Time To Impact.