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modda

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Everything posted by modda

  1. Thanks, that did it! (I tried extending the axis dead zone without any luck). I've attached two fpsVR files. It seems like the 3090 could be comparable to the 6800xt for DCS in it's current state? If so it will be interesting to see how the 6900xt will perform! (approx 84fps for the 76% res and 70fps for 100% res) Modda 1610156561_76.json 1610156924_100.json
  2. Hi, this is a great thread! I wanted to conduct some Intel/3090/G2 tests, but I cannot get the autopilot on the SU-25T to work properly (I think). Is the autopilot supposed to handle both pitch and roll and fly the plane in a straight line? I did some tests but needed to correct a little roll. When I also enabled altitude hold (H) it was going a little yo-yo. Never flew this plane before, did I miss something (Also, mirrors on, right?)
  3. Hi @baltic_dragon, first of all, thank you for making this campaign. I just finished the first mission and it's a blast, I feel the tension rising just as in the book :) The question After returning to the carrier I never got a mission success message. But after quit I apparently got a result of 70. Is that defined as success? Or are the missions supposed to give a "safe to quit" message? Anyway, thanks again! Looking forward to many intense hours :thumbup: Modda
  4. Anyone else get "Invalid username or password"? Modda
  5. Fun challenge :) 55810' on OB Take off: 04:00:00 Max height: 04:05:00 Landing: 04:10:04 Modda F16Challenge_55810ft.trk
  6. I've had the same problem in 2.5.6. A workaround I found was to press Alt+Enter 3 times (fullscreen, windowed, fullscreen). This bug seems to be fixed in the latest OB patch this week (2.5.6.45317). Modda
  7. Hi, if I understand your problem correctly, you'll need to add the modifier button for each airplane. In the main window for control options (when F-16C Sim is selected), press "Modifiers" and add the switch or modifier. I'm using modifier to double the functions with great success and just tested that adding switches is also working. Anyway, what a blast to fly this thing :thumbup: Modda
  8. Totally a good thing to look to the left, as those damn F/A-18C FpsKillers are being parked to the right :smilewink: That being said, visually it's a jaw dropping mission to fly in VR. And also cool when/if the 300ft ripple hit on the first run. Modda
  9. Hi I found the youtube tutorials from Wags along with the Instant Action missions very helpful to get started. If you also own PG and/or NTTR there are even more situations to choose from. PS Loving the new toy, great work ED! Modda
  10. You're right, the latest cpu's are still suffering, however they apparently managed to fix some of the spectre/meltdown variants. https://www.anandtech.com/show/13400/intel-9th-gen-core-i9-9900k-i7-9700k-i5-9600k-review/2 Modda
  11. Yes, I'm on the latest release but: "Skylake and later generations of Intel processors are not compatible with Retpoline, so only Import Optimization will be enabled on these processors." Modda
  12. Hi I noticed you have the same CPU as me. I discovered a performance boost yesterday that you could try out. https://forums.eagle.ru/showthread.php?t=250281 Modda
  13. Hi all! I've been struggeling with the regular performance issues in DCS, especially stuttering looking 3/9. It's been very annoying as I've got a decent setup, CPU clocked to 4.6GHz and a 2080ti graphics card. Earlier today I read about "old" intel CPU's like my own (i7 6700K) having a big performance hit after the Meltdown and Spectre security breaches. The performance hit is dependent on the Windows version and CPU - I think it goes for most CPU's before the latest generation, with different extents. I knew from before that there was a performance hit after the patches came out, but I never thought it was this bad. So, in the name of FPS, I downloaded the little tool InSpectre https://www.grc.com/inspectre.htm then turned off both Meltdown and Spectre protection and rebooted (some registry settings get altered, tool must be run as admin) - and now it's a new DCS world. I just can't believe the difference. All stuttering is gone! The only thing I noticed after this is some double vision on buildings - but I remembered a post somewhere on this forum to turn on Motion Smoothing in SteamVR and that worked like a charm! I'd never recommend anyone to turn off these protection measurements in windows, but if you have the same performance issues and want to try it out, it's possible. For me it's either this insecure config or an upgrade to 9900k :thumbup: Modda Asus Z170 Pro - i7 6700K@4.6Ghz - 32GB DDR4 2400MHz - Zotac 2080TI Amp! - VivePro - TM Warthog - Logitech G Pro Rudder Pedals
  14. Good stuff, looking forward to try this out! PS: if you want to incorporate a small extension to _HMD.hlsl, me and @DarkClown experimented using an oval focus shape for high FOV headsets (ref post #810). Thanks again for this mod - i've used it for quite a while. Along with the VR performance changes on 2.5.5, it's a new world of gaming. Modda
  15. Did you download the fix from my post #804 or the original kegetys? Modda Sent from my SM-G950F using Tapatalk
  16. Ok! Thanks for testing it, we'll stick to the oval then :thumbup: Modda
  17. Hi! Doesn't it work at all? If so, do you get any error messages? A screenshot would be very helpful. Does the mod break after keeping the original glass.hlsl? Modda
  18. Haha, I think that art was awesome! :thumbup: Maybe it would be best to use a rectangle on those wide displays. You can try to the _HDM.hlsl with the following code. Use your regular MASKSIZE_X and experiment with the Y_FACTOR (it's just the height of the rect). I'll add it to the zip if you find it useful. // 0=Rectangle (experimental for wide FOV), 1=Oval #define MASK_OVAL 0 #define ENABLE_MASK 1 #define MASKSIZE_X 0.525f // change this to adjust the size of the mask, 0.525f seems to be ok for the Vive, both for Rectangle and Oval. Unknown width for Pimax5k // [Oval] MASK_OVAL=1 Y_FACTOR is the height relative to MASKSIZE_X to make an ellipse // Vive,VivePro,Rift (FOV=110) 1.0f | Pimax5k+ 0.86f // [Rectangle] MASK_OVAL=0 (Rectangle) MASKSIZE_Y_FACTOR is the height of the rectangle // Vive,VivePro,Rift (FOV=110) 0.4f | Pimax5k+ ???f #define MASKSIZE_Y_FACTOR 0.4f #define MSAA_MASKSIZE_X 0.25f // Mask size used for MSAA - area outside this circle will not have MSAA applied on it #define MSAA_MASKSIZE_Y_FACTOR 1.0f // the height relative to MSAA_MASKSIZE_X to make an ellipse, set typically 0.5-1.5 to adjust height bool inVR() { // detect VR (off-center projection) return any(gProj[2][0]); } void _discardHmdMask(float2 vpos, uint2 bufSize, float2 maskSize, int MaskMode) { #if ENABLE_MASK // poor man's invisible area mask for the Vive, similar to the mask from OpenVR SDK (DCS For some reason does not use it) if (inVR()) { float2 spos = vpos / (float2) bufSize; if(MaskMode == 1 || MASK_OVAL == 1) { if (distance(spos * float2(1.0, 2.0-maskSize.y), float2(0.5 + gProj[2][0] / 2, 0.5) * float2(1.0, 2.0-maskSize.y)) > maskSize.x) clip(-1); } else { if(abs(spos.x - (0.5 + gProj[2][0] / 2)) > maskSize.x || abs(spos.y - (0.5 + gProj[2][0] / 2)) > maskSize.y) clip(-1); } } #endif } uint2 getBufferSize(in TEXTURE_2D(uint2, buf)) { uint2 bufSize; #ifdef MSAA uint samples; buf.GetDimensions(bufSize.x, bufSize.y, samples); #else buf.GetDimensions(bufSize.x, bufSize.y); #endif return bufSize; } void discardHmdMask(float2 vpos, uint2 bufSize) { _discardHmdMask(vpos, bufSize, float2(MASKSIZE_X, MASKSIZE_Y_FACTOR), MASK_OVAL); } void discardHmdMaskMSAA(float2 vpos, uint2 bufSize) { _discardHmdMask(vpos, bufSize, float2(MSAA_MASKSIZE_X, MSAA_MASKSIZE_Y_FACTOR), 1); } void discardHmdMaskWrite(float2 vpos) { #if ENABLE_MASK #endif } [/Code] Modda
  19. @DarkClown nice you got it running! I've got a VivePro myself, looking forward to try out a wider FOV :) I've updated the _HMD.hlsl adding two factors for masksize and msaa_masksize. Find the apropriate width (x) first (0.59f) and adjust the height to higher with Y_FACTOR > 1.0 and lower with Y_FACTOR < 1.0. The values must be clamped to [0.0, 2.0] but close to the extremes will give a very useless viewport. If I understood your problem correctly you'd want it lower, try the y factors at 0.8f It seems to work as expected in my VivePro, but no guarantees :smilewink: Let me know how it works for you. #define MASKSIZE_X 0.525f // change this to adjust the size of the mask, 0.525f seems to be ok for the Vive #define MASKSIZE_Y_FACTOR 1.0f #define MSAA_MASKSIZE_X 0.25f // Mask size used for MSAA - area outside this circle will not have MSAA applied on it #define MSAA_MASKSIZE_Y_FACTOR 1.0f [/Code] https://drive.google.com/open?id=1bcsWJAyx7ClS0cziFLsF870EEXjeci-N Modda
  20. @Chandawg I've uploaded a new version that seems to work in MP. I had to update the fake_spot_lights.fx as well. Note: With this mod it seems that you get excluded from the shielded servers for not having a pure DCS installation. modda
  21. Thanks for the feedback! I didn't consider MP to be a factor here, I'll look into it tonight.
  22. There were even more changes needed since last OB 2.5.5.32299. I've updated the dependencies in the Kegetys vr mod and it seems to be working at least on F/A-18, F-14B, Mig-21bis, M2000 Mirage, P-51D and A-10C. I haven't tested what the FPS impact really is from vanilla DCS. https://drive.google.com/open?id=1psMHQEFVNy26B6nnYHnwoEYxNclQBzOH EDIT: No doubt, with this mod I'm on pretty steady 45fps downtown Dubai at low altitude (some drops occurs when touching the streets). Without it it's more steady 30-35 with high's at 45.
  23. I got it working by doing the following two steps after installing the VR mod - I've only tested for the F-14 and the F-18 Revert file to original Bazar\shaders\model\functions\glass.hlsl Edit includes at the top Bazar\shaders\model\mirror_material.fx #include "common/textures.hlsl" #include "common/uniforms.hlsl" #include "functions/vertex_shader.hlsl" #include "functions/matParams.hlsl" #include "functions/impostor.hlsl" #include "common/shader_macroses.hlsl" #include "common/states.hlsl" #include "common/states11.hlsl" #include "functions/structs.hlsl" #include "functions/vt_utils.hlsl" That being said, the 2.5.5 update actually increased the performance on my system, the stuttering I usually experience was totally gone. Looking forward to the huge VR optimization in the next OB :thumbup: Modda
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