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DarkClown

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Everything posted by DarkClown

  1. I haven't fired up the new update yet but are we getting any FPS back comparable to 2.5.5 for VR? I haven't been playing much since I can no longer maintain a minimum of 45fps.
  2. Just wanted to add my +1 to poor performance in VR. Can no longer maintain above 45fps. At least VR zoom is fixed for PiMax, hopefully not related
  3. I had him eject once because I got to close to the edge of the carrier while parking the jet. I wonder if you just un-arm his ejection seat he will not eject?
  4. He should have some random quotes for when using ACLS and/or Auto-Throttle like: 3 wire: Yea my kid does pretty good with training wheels on too. 2 wire: Maybe next time you wake up and actually fly this thing. 1/4 wire: Computers bah, I could do a better job from back here.
  5. I wonder if his RIO finally shouted "Stop teasing it and just stick it in there". :)
  6. When sitting in the RIO seat I can see Iceman constantly rocking the throttles from stop to stop. Probably why the AI gets so bad fuel economy.
  7. I know this is an old thread but I finally visited groom lake I'm shocked that no one called out that these are two Voyager shuttles with correctly matching numbers:
  8. I spent a little bit of time with this and there is certainly an FPS hit for both the VDI and HUD. The HSI has almost no impact. Test scenario: Map: Caucasus Scenario: Quick start Cold and Dark. Smart smoothing OFF (PiMax version of Brain Warp). FPS data from fpsVR DCS client: Steam Open Beta Cockpit Res: 1024 VR headset: PiMax 5k+ in normal FOV Machine config in my sig is up to date. For a base line I first loaded the F18 and noted about 68-70FPS dark. I then loaded the F14 in the same scenario and found I was at 54-58 FPS. I ran the Jester assisted startup and by the time I was completely done I was down in the low 40s 42-44. Turning off all Displays FPS climbed back up around 50fps. HSI: had no noticeable impact to FPS. HUD: FPS drop ~3-4FPS VDI: FPS drop ~6-8FPS Looking at frame timing it would appear that CPU is getting hit the most here. I would go from 15-17ms to near 30ms frame time on CPU with all displays on. Having all displays on was enough to drop me blow the 45FPS mark for "Smart smoothing". Where I noticed the issue. Once off the ground and at elevation FPS would seemed to climb back above 45fps and maybe near 50fps for the most part. Where I noticed the upper 30fps was doing a carrier cold and dark start. Let me know if you would like more information. P.S. I tried 512 and 512 every frame with a hot start but didn't notice too much difference.
  9. OK will do. I just wanted to make sure this isn't known before I spend time getting a better repro.
  10. Is it just me or once INS is complete and the VDI is showing moving Trapezoids frame rate is reduce in VR? I need to spend a bit more time testing this without (brain warp) enabled but Normally I'll lock in at 45fps with no dips on all other modules I play. For the F14 fps seems good until the VDI is fully loaded then I'm dropping into the low 40s or even 30s. Not bad once I get off the ground but still very odd. Is this known or maybe something else going on with the F14 modules?
  11. DarkClown

    F14 or A10

    I've had the F18 module for a while and just started messing with the F14. The F14 will feel very analog when you get in it. More difficult to fly, more difficult to even startup and get off the ground, etc. It lacks the intuitive MFDs and other more modern features. But hey buy it anyhow and throw on some Kenny Loggins and enjoy. The A10 was my first module and I really liked it. You just have to be in the mind set of I'm flying low and slow and knowing your only job is to rain down terror on the ground.
  12. Finally had a little bit of time to test this no real FPS difference and I think it was a little easier to get the mask right using the oval.
  13. This has been the best VR FPS gain for me: https://forums.eagle.ru/showthread.php?t=215373 Would be nice if ED looked at some of the changes here and implemented them so that it would be compatible with all MP servers. It would be interesting to compare it on both OB and Release to stock. See if OB gets even more of a boost. I have steam so it is a pita to switch back and forth.
  14. Cool that did make the shape a bit closer to what is in the visible area. These are the values I ended up with: #define MASKSIZE_X 0.590f // PiMax Normal FOV ~150 #define MASKSIZE_Y_FACTOR 0.86f [/Code] The PiMax does seem to have a flatter top and bottom than the oblong oval: And my mom said I would never be an artist ;) Probably not worth investing any more time on it since the perf gain would be negligible at best, if any. Thanks for doing the work on this. This mod has a bigger impact on performance then the map changes that went into the OB.
  15. Tested this with my PiMax 5K+. Really helped FPS on the deck of the carrier. I'm running 150x SS and couldn't hold 45 (Brain warp on). Sitting at the start of the Caucus cold start carrier mission. After applying this mod I was able to hold 45 no problem. I did need to make this change in _HMD.hlsl: #define MASKSIZE 0.590f This got rid of almost all of the masking for the PiMax in Normal FOV. @modda is there a way to make the mask more oval to better mach wide FOV headsets? increasing to .59 meant the top and bottom had less masking than needed.
  16. There are a bunch of options under Coordinate Display Lat Long (default) Lat Long Decimal - this was setting where you needed to convert /1000 * 60 MGRS GRID Metric Precise Lat/Long - No conversion needed. Not sure when it showed up but was there before this release.
  17. I used TOO and PP. a couple of things to note. 1. TOO your way point must be set at the target elevation. The default is much higher. 2. For both also set heading. I think if you don't set it, the jsow will attempt to come in at 0/360deg so if you are heading 180 it will over shoot and attempt to turn around. 3. For PP the Top menu button of the UFC labeled TERM is where you set heading and JSA height. 4. If you want exact PP coordinates got to settings->misc select Precise Lat/Long. You will at least get these in the mission editor/planner. Doesn't look like Precise shows up in the Map though :(
  18. +1 I've been refreshing the beta change log every day hopping to see the magical update ;)
  19. Every time I click buy, I tell myself this will be the module that will be fully functional and bug free, DOH ;)
  20. I was told to always keep one hand on the throttle so the instructor/examiner can't push in said throttle like they always do when your hand is off the throttle ;)
  21. Yes that was it. I'm an idiot. Just needed to push the button on under the MPCD. I thought it was one of those not implemented yet sort of things. Not sure why it isn't on by default when doing a hot start.
  22. So when I'm flying around in my hornet, I get no RWR sounds or notifications other than maybe an occasional beep. The other day I switch views to my wingman and use Alt+J to jump into his hornet (he had some bombs I wanted to use). In his jet he gets all sort of sounds and RWR notifications both on the RWR screen and on his HUD. Am I not getting what I should or is the AI just getting a cheater version of RWR? Oddly enough I couldn't pickle his bombs so the whole jumping into his jet was moot.
  23. Are you binding keys or are you using Joy Buttons? I'm guessing that key binding could be an issue since you are now holding down 2 keys and maybe the combo is confusing DCS?
  24. @Bankler Just spent a couple hours on the 2.2 version, Excellent work. Would love to hear the call ball and box call. I did notice that I don't see total score on the first landing. Subsequent landings I can see the previous and current total scores.
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