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thasundancekid

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  1. Hi, Anyone know what value and in what file i can change the size (closer to the eye, like in zoom view) of the F/A-18´s HMD? I suspect its somewhere in here: DCSWorld\Mods\aircraft\FA-18C\Cockpit\Scripts\HMD\indicator
  2. Anyone who can share their static object file for syria? With buildings
  3. Hi, just took my first dive into tacview, good job! One thing i really really missing, the theme...A dream would be a UI like command: modern operations! Is there any themes out there? And is there any way to control vehicles from tacview? like the heading of the carrier etc? Make waypoints to AI aircrafts? With or without mods?
  4. Well, this shadermod makes some calculations on what resolution to apply the effects, MSAA for example. At the same time openvr_fsr comes and upscale it so the calculations this mod made is not the same anymore... I will stop bothering you now! Will be back if i find a solution! *Edit* For anyone out there with the same prob that i have, but in need of the nightvision: Create a folder called "NV" in your org DCS: 1] ...\DCSWorld\Bazar\shaders\NV 2] Extract all the content from [VR Shaders mod] into your created folder "NV" 3] Place the files NVD_common.hlsl and NVD_HDR.fx in: ...\DCSWorld\Bazar\shaders\PostEffects\ 4] Edit the file NVD_common.hlsl FROM: #ifndef _NVD_COMMON_ #define _NVD_COMMON_ #include "common/context.hlsl" #include "../deferred/DecoderCommon.hlsl" #include "../deferred/_HMD.hlsl" #include "../deferred/_helper.hlsl" TO #ifndef _NVD_COMMON_ #define _NVD_COMMON_ #include "common/context.hlsl" #include "../deferred/DecoderCommon.hlsl" #include "../NV/deferred/_HMD.hlsl" #include "../NV/deferred/_helper.hlsl" 5] should be at top, but dont forget to backup your org files with renaming them like: _NVD_HDR.fx _NVD_common.hlsl
  5. Well yes, it explains it clearly here: >1, the game will render at its "native" resolution, and afterwards the image is upscaled to a higher resolution as per the given value. If <1, will lower the game's render resolution accordingly and afterwards upscale to the "native" resolution set in SteamVR. So lets say you go for >1, then would it be possible that the "_helper.hlsl"´s MSAA gets upscaled? Or trying to apply MSAA in the wrong resolution?
  6. No i run the latest version, i just removed the massive comments. Well if two mods trying to do the same thing, they cant blame each other. And with VR ppl will try every mod that can give them some boost in fps, so i think its good for everyone to get it sorted? Perhaps its the AA optimization from VR shader that gets upscaled in openvr_fsr? And more noticeable that way? Can you try my settings where you scale the value over 1.00? I cant see any difference tho when i downscale mine... And no possible way to only use the nvg?
  7. Hi, thanks for quick reply! Yes they dont break the game, but the openvr_fsr loosing its upscaling of the game somehow... It still upscales the image, but you loose the supersampeling... Just tried this and openvr_fsr again and the result is the same, upscaled image but a really jagged game (poor AA) What i understand you both upscale the textures Albedo texture supersampling. 0=off, 1=2x, 2=4x, 3=6x, 4=8x And vrf: // if enabled, applies a negative LOD bias to texture MIP levels // should theoretically improve texture detail in the upscaled image // IMPORTANT: if you experience issues with rendering like disappearing // textures or strange patterns in the rendering, try turning this off // by setting the value to false. "applyMIPBias": true, But im not sure if thats it? My settings in openvr_fsr: "enabled": true, "renderScale": 1.30, "sharpness": 0.6, "radius": 1.5, "applyMIPBias": true, "debugMode": false *Edit* If there is a way to only install the NVG untill i get things sorted out? Please let me know!
  8. I might be wrong, but after some testing with the latest files (hotfix) i belive these shaders is not compatible with openvr_fsr... If this is the case, why is that... Like these shaders to bits!
  9. Hi, I just discussed this with user "Obi (Ben)" in DCS discord, and it seems like we missed to depress the MFD FLIR when fine adjusting. Therefore the FLIR indicator looked way off in front hud! Terrible sorry for taking your time on this!
  10. So me and my 2 friends where on the same server (a client server) * We all aligned our HMD with the correct process. * We activated the forward hud and locked our FLIR at target with HMD *The target shows up spot on in the FLIR MFD * we activate the FLIR MFD for some fine adjustment * then when about to shoot a mawerick for example, you can se in the front hud how the flir indicator is way off, but the MFD FLIR is still spot on target * The bombs is also way off target at impact. Even tho the FLIR MFD is spot on I tried the exact same setup in singelplayer, and it works flawless I should add that im not an super pro DCS guy, still learning. So in best case it could be on me and my friends. But its odd when the same setup and process works without issues in singel player... See attached for TRK-file *Edit (oh, the TRK file is 38 mb, max upload size here is 5mb)
  11. Hi! is there any way to edit waterCommon.hlsl so that it always shows some foam? even if the wind is "0"
  12. Yeh there it was, applied factory defaults in ATI Cat and BADABLAM!!! The game looks nice!:clap_2: Thanks alot Kuky, and happy new year!
  13. Ok, i have installed the latest direct x version sevral times, both from det installation file and from MS´s website. Bur it still looks like crap on all high settings... I´ve even reinstalled the game on a second disc without any resoults. Look at the "Clocks" at the instrument panel, see those naggy black bricks? Please help me! Edit: Spec gfx 4870x2 CPU Dual Core 3,3 ghz 4GbRAM Screens
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