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StarLightPL

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Everything posted by StarLightPL

  1. As I posted in other thread, just tried the current openbeta (2.8.3.38090) and I was pleasantly surprised by the performance I was getting in F18 on Caucasus free flight. From the settings you posted I have visibility at least High but MSAA off, clouds standard and anisotropic filtering 8x. I didn't install any OpenXR things though, just running with --force_enable_VR (so not forcing openxr). It seems to work.
  2. I assume this line in the log says it's starting in OpenXR: 2023-04-10 21:58:17.958 INFO VISUALIZER (Main): LAUNCH IN VR OpenXR: SteamVR/OpenXR : lighthouse
  3. OK, disregard what I wrote about reprojection. Just tested current OB build (2.8.3.38090), vanilla (no mods), and it has vastly improved so I could switch reprojection back to ON - Auto. There are some artifacts (especially on the external views), but the view from the cockpit is smooth again - at the cost of some squiggly HUD lines at times. It's worth it for me. I was even able to switch visibility back to Extreme, however it wasn't as smooth as on High. Will definitely have to play with the settings to establish a playable set... again I assume this in the log means it works in openxr now? SteamVR is set as OpenXR runtime by default. 2023-04-10 21:58:17.958 INFO VISUALIZER (Main): LAUNCH IN VR OpenXR: SteamVR/OpenXR : lighthouse Also loading seems to have improved, there aren't spikes when flying over Batumi on Caucasus in F18 free flight, previously it was almost always choppy when I descended to building-top levels. Overall very pleasantly surprised with the performance improvements. Maybe give it a try again?
  4. Are you using steamvr beta or stable? In beta, there's no option anymore, it is simply set and you are correct in thinking that you shouldn't have to do anything. I will check in a second on mine, so far I was running MT only with --force_enable_VR but you can also force openxr if needed. null
  5. That said, it seems SteamVR team is hard at work switching to OpenXR as a preferred API, so maybe things will (or have been) improved since. https://store.steampowered.com/news/app/250820?emclan=103582791435040972&emgid=3689049624610138402
  6. EDIT: something changed for the better since MT first launched, and I am now able to use reprojection without stutters. For me Motion smoothing was introducing severe fps fluctuations since ages now, so I have it force disabled for DCS. It gives me more or less stable 60fps in 120Hz mode of the Index. I tried 80 and 144, both introduce fluctuations. I also have SteamVR scaling pegged at 130% because 150% it wants is often too optimistic for my 3080 in general. Recently, SteamVR set itself automatically as openxr runtime, but some people on this forum got decreased performance when using openxr. Also what's interesting is, Motion reprojection seems to work better with MT version, but still is a source of frame drops on my i7-9700k. Oculus' ASW is much better than Valve's, sadly (compared e.g. on the Pico 4 + Virtual Desktop Streamer).
  7. According to this topic, you're better off running native openvr... while it lasts. This might be obsolete now, though.
  8. You can even disable canopy/mfd reflections from DCS Special menu now for F18 and F16.
  9. These days I myself use only 3dmigoto mod for haze removal and a bit of sharpening + simplex mod which is now ancient. But to be honest, vanilla DCS is pretty ok right now with a 3080. YMMV. Sadly 3dmigoto currently is not (yet) fully compatible with multithreading.
  10. I had a similar problem, in my case it was that I have installed SteamVR to my library folders, not into main steam folder. You can find where your SteamVR installation sits by going into steam library, selecting "tools" from the filter dropdown, and then right clicking on SteamVR and selecting "browse local files". This will show where it is currently located, but you only want the actual library folder (the one where the "steamapps" folder is located in), e.g. E:\Games\SteamGames, assuming the rest of the path is steamapps\common\SteamVR\ etc. This should do the trick, at least in my case it did - app recognized the library folder and is now again able to launch SteamVR.
  11. I recently found out about the mod, and downloaded it today. D'oh Good luck re-modding it Will wait patiently till it's fixed. powodzenia!
  12. Since nobody made that joke yet... I'm kidding of course. Looking forward to update and thanks for the wonderful app, it's a must-have! I've been waiting for that update notification everytime when starting the app and even check manually using the menu option for good measure
  13. Aren't the same things (sharpening and haze reduction) done by @lefuneste01's 3dmigoto vr mod? I'm setting up DCS after a break for VR with the Index and was wondering what's used currently. Sharpening, haze reduction and IC check pass are a must.
  14. Last version is from 6.6.2020 for 2.5.6.50321 . @Kegetys hasn't been seen on the forums since June 2020 ;( . I hope he's OK.
  15. Eh, I recently reported that as a bug... From the controls section there is no way to tell it would behave that way. Adding my vote in this, would be nice QoL. +1
  16. Thanks @Bunny Clark, that's an awesome answer Yeah it seems like binding it to paddle control on the TWCS Throttle as @ArjenHVA suggested is the only sane way to go. I'm lucky to have that control on my stick unoccupied, as I have rudder pedals. This example clearly shows how bad ED needs to hire an User Experience guy. At least they were sane enough to introduce a toggle for "(un)realistic TDC slew", this could be the other one. Btw. this just echoes that topic you linked - all points you raised there are valid.
  17. This is one of these "gamey" things, that user should be able to do. Radar elevation is bindable in the axis section. Wheel or any kind of slider axis seems perfect for it. Even if it turns out that this is a spring loaded button (even analogue) that shouldn't even be present in the axis section. I think most axis commands have their button counterparts - the fact that radar elevation behaves like no other axis in the game points to either a bug or a stubborn engineer error. And I'm developing software for 20 years now, I can recognize these things by feeling EDIT: come to think of it, this can also be "I'm a new developer to the team so I will implement it my way not knowing I can reuse the code" error
  18. Agreed. Then it shouldn't be bindable as an axis. And I did a search for radar elevation and it didn't turn up in the results. EDIT: I did a search in the bugs forum, I can see this has now been moved. That's what I did, doesn't change the fact that if what Rob10 says is the official stance then it should be kicked out of axis menu not to create confusion.
  19. I've recently received my 3080, so naturally I did some testing on how far I can push VR DCS wrt to settings. The results are very promising but mixed. It seems that another planes (even stationary ones, like on the Caucasus free flight mission, stationed at Senakhi-Kolki) can tank the fps regardless of hardware used. There are other strange drops in really strange places, like for example when flying upside down, or looking to the floor of the jet at the stick's base (inconsistent). What's more interesting it turns out that the thing tanking frames on the supercarrier isn't the supercarrier itself, but the models on it, which you can see later in the video. Here you can find a recording of my flight with fpsVR graph at the bottom. Video contains both the Caucasus and the Persian Gulf maps, on the later I'm launching from Supercarrier. The audio is in Polish - it is a recording of a twitch stream I did for my friends playing DCS. You can ignore it, although a follow would be much appreciated, thanks! The important part is that you can see the fps, the CPU and GPU usage and frametimes. I was using Speed of Heat's conversion of Kegetys shader mod, IC - compatible. No other mods. System specs for this video: i7-9700k @ stock on a z390 Aorus Elite board 32GB G.Skill Trident-Z RGB RAM 3200 MHz @ 3600 GeForce RTX 3080 MSI Gaming X Trio Valve Index VR headset If you have any questions, feel free to ask.
  20. Bug description: I have a Thrustmaster T16000M HOTAS and TWCS Throttle + pedals. I wanted to use the wheel on the throttle (JOY_SLIDER1) to control radar elevation in the Hornet. This also controls the zoom in the targeting pod, so it's very convenient to use. Sadly, the F18 module seems to treat it not as a slider, but as a continuous output axis. What this means is that at any given position of the wheel, the module is interpreting it as it was continuously pressed. How to reproduce: Bind the TWCS Throttle wheel (or any slider type control on any controller for that matter) from the Axis assign menu to control radar elevation. Go to the radar page on the right DDI. Set the wheel at it's maximum "top" position (can't go further), wait for radar antena elevation to go all the way to the top. Turn the wheel (slider) halfway back. Got: Radar elevation goes all the way to the bottom, with speed of movement depending on the amount the wheel is turned. That's because instead of interpreting it as a slider, it seems that the module interprets it as a "various strength axis". So when I only turn 1/5 of the turn the radar antena elevation will go down slower, if I turn it to the bottom maximal position, the radar antena elevation will go down faster. Expected behaviour: I would expect that when I turn the wheel / slider halfway back, radar elevation will go down to the middle and stops there. Wheel is a slider and should act like one. In other words, a fixed position on a slider control should correspond to a fixed position of the control in the game. Affects: Radar elevation control Targeting pod zoom Additional information: Please note that the wheel bound to zoom view in the F/A-18C is working perfectly fine controlling zoom as expected (halfway turn - zooms halfway). I tried binding the wheel axis to various knobs in the F/A-18C Sim, all are working correctly as one would expect - turning the wheel reflects turning the knob in the aircraft. The bug seems only to be affecting radar elevation/targeting pod zoom. Please note that the actual physical slider on the joystick behaves exactly the same when bound to radar elevation (bugged). Setting the "slider" checkbox in the axis tune menu doesn't help with the bug.
  21. https://forums.eagle.ru/forum/english/dcs-world-topics/mods-and-apps/dcs-mods/159902-the-dcs-updater-gui-utility?t=160053 This is the official author's thread on this forum, linked in the app :-) There's also lots of helpful links inside app menus too :-) Also protip - if the app window ever disappears, just go to system tray, find it, right click and select restore :-) happy flying!
  22. Regarding pricing, it might be attractive in the US, but in EU I expect around +30% tax, and non-reference vendor margins plus the enormous demand, I think the price will be on par with Nvidia's, because why the hell not... They know people are impatient and will buy anyway. Also don't forget that Nvidia has DLSS and VRSS, to which AMD didn't answer yet. VRSS is nice, applying variable msaa in the center of the image if there's headroom, implemented on a driver level without the need for developers to adapt. Would be nice in DCS where there's almost always some headroom because I'm mostly CPU bound :P
  23. With a 10-series i9 CPU (although his designation 10050k is probably wrong, because even ark.intel doesn't recognize it) streaming should be no problem with DCS' archaic single-threaded model. IMHO VR in DCS is currently a matter of compromises, even on a very impressive overkill top of the line setup like yours, Alec. Depending on a mission you run, fps can go as low as 30 in the air if there's a lot going on and that's on rather conservative settings. Hornet mission 2 is famous for being a performance hog for example. If a mission isn't complicated I get rather stable 60 fps (by using Index's 120Hz mode) on my older setup (i7-9700k stock / 1080Ti / 32GB@3600). I think I have SS dialled down to 100% for DCS and PD in game set to 1.2. Of course I'm talking about full modules, FC3 aircraft is not that taxing.
  24. This thing seems too good to be true at that price, and I'm afraid it's a scam, as the owner was involved in some adware business earlier in his career. See uploadvr article about it (although be advised, it's writen by the one and only "Insufferable (Oculus) Fanboy" David Heaney). I'm rooting for every new HMD on the market, though I'd prefer new SteamVR offering than another WMR offering - for that there's the G2. And wireless is great as long as you still have wired option. We will see when this thing pops out if it's worth the hype. Certainly sounds interesting.
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