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Cassiop

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  1. eyh ! thanks for the insight. that's great to have those feedback. if you want to save time, i did an article on reddit about how memory affect performances in DCS VR, check it out also, could you please share Vram usage of the two card please ? On SteamVR i think we will see 3080's vram almost capping its 10gb but i wonder how the 16 gb of the 6800xt are filled. but i trully dont know the Pixmax so maybe its vram usage will be different from a regular htc Vive. benchmark usually put the slightly 3080 in front of the 6800xt in 80% of games but since DCS have nothing to compare to anything... =D
  2. a 5950x will indeed make quite a difference =D even in DCS ! that said, you'll still struggle to get 45 fps in heavily loaded MP servers. Playing in not that crowded MP servers will should be fine though !
  3. yeah someone pointed this resolution maths to me, appearently i didn't understood well how PD and SteamVR SS% works. but i'm too lazy to check =D and the overall result would be not that relevant anyway since maybe Valve Index doesn't need that much (or more?) oversampling to be readable because of its native increased resolution. No i didn't tried to overclock the i5 because that's not my computer and i dont want to breaks it =D that said, performances scale well with frequency. I5 9600k have a turbo mode that allow it to go to run at 4.6ghz (and i believe it does in DCS since its monocore and shouldn't trigger thermal throttling. it has a corsair H80 on it. But i didn't checked). going up to 5ghz would result in an increase of performances of about 8%.
  4. Hello guys, i wrote on reddit a post about tests i made during the past 3 days about DCS VR and how it rely on Hardware. Especially CPU and Ram which are often neglected for GPUs and are, in often, the actual problem. If you guys have any questions please ask them on reddit as i might forgot to come back here to check if there are comments and answer them. Hope it might help. Moderators, Feel free to move this post to any section of the forum it i'm in the wrong one ! the post: https://www.reddit.com/r/hoggit/comm...re_and_dcs_vr/ the content Hi Everyone, I noticed a reccurent problem into the hoggit's community. Either people dont know shit about computers and just go for most expensive parts, (which kinda works...) Either peoples dont know shit about computers and dont buy PC parts. Because they're broke. Or have better things to do than putting 1600$ for a GPU and 1000$ for a CPU that aren't even available anyway. =D So i decided to take a bit of my precious time (few fucking days, actually) to demistify things for you. Important notions to keep in mind concerning DCS's behavior with hardware. And if you dont agree with that you should really have VERY SOLID arguments AND proof. GPU just need to keep up with CPU The goal is 45 fps in Asynchronous reprojection. (we're poor, remember ? also realistics.) DCS's core engine is cursed. HARDWARE now the setup for you to have an idea of what to expect. Its the "cheapest" setup i could do with amd's lastest release. (i like small motherboards and got a very good deal on this one. i've nothing to compensate ok? same for the ssd =D) Gigabyte B550i Aorus Pro AX AMD 5600x 2*16Gb 3733C16 Dual Rank Micron E-Die Sabrent 500gb PCIe gen 4 SSD GTX 2070 super 8Gb what you must remember from that : any b550 motherboard will do. X570's features are irrelevant. this is the cheapest new Zen 3 processor This is actually a 3000c15 kit running at 3733c16. we will discuss that later any SSD will do, just avoid HDD the GPU is what it is. it's borrowed (i own a gtx1080) and i dont have any better so... I also borrowed and tested the whole computer coming with the 2070s which is Asus TUF z390-Pro Gaming I5 9600k 4*8Gb 3433c16 Single Rank Samsung B-die Samsung 970 Evo Plus 500gb (Pcie gen 3 SSD) same GTX 2070 super note : even if i didnt cover overclocking, on Intel's plateform is not doable without a Z390-490 chipset and a K cpu. BENCHMARK I setuped a F18 scene around Kutaisi. a pass at low altitude without TGP, a loop looking in the sky then the ground without TGP and a pass at low with TGP. Those 3 scenario cover things good enough for the purpose of the demonstration. you can have a look at the scene in the link below. Does i benchmarked Multiplayer ? Well, yes but not much. the reason is that Kegetys's Shader doesn't IC Pass so most servers are inaccessible. i disabled it and did few tests on the Grownling Sidewinder server though but since my GPU couldn't keep up it was not very relevant. Informations are given to you in Millisecond from FPS VR. That's quite inacurate but the best i can find and good enough since we wont notice a difference below 1ms (or even more than that.) Settings will be detailed in a picture. I'm running last OB patch with Shader VR Mode from Kegetys (man if you're reading this, big shootout to you \o/) DCS's oversampling is set at 1.3 and SteamVR's at 1.5 for a total of 1.95. why ? because that's my sweet spot for readability, and GPU's performance. The marging of error is quite big and nothing belows 1ms of Delta will really matter INTERPRETING THE NUMBERS (edit)I might have skipt this entire section... sorry for that =D. I know those numbers are not the FPS we're used to. Long story short : The Lower The Better. Those numbers are the time needed for either the CPU or the GPU to render a frame. To allow a certain amount of FPS you need those number to be below the time that sit between two frames. For example at 90 fps you need to render a frame each 1000/90 = 11.1ms. which give the following table for the 2 commons refresh rate found on HMD's 90 fps for HTC Vive/Oculus Rift kind of HMD's 11.1ms for 90fps 22.2ms for 45fps with asynchronous reprojection at 100% 120 fps for Valve Index and such (which support 80 and 90 fps by the way) 8.3ms for 120fps 16.67ms for 60 fps with asynchronous reprojection at 100% To have a rough idea where performances would sit with any HMD on the market you can extrapolate HMD's resolution x Oversampling. As stated, i'm using here 150% on Steam VR and 1.3 on DCS's Pixel density. So 1.5x1.3=1.95. I'm using a HTC Vive which use a 2160x1200 panel so i need to push at least 4212x2340 pixels every 22.2 milliseconds into the HMD in order to achieve those 45fps with 100% reprojection. to keep the Valve Index for example you should achieve similar result running Steam VR at ~112% and DCS's Pixel Density at 1.3 Chapter One : The CPU First question : Does the CPU Clock matter : MEH 5600x runing at 4.65ghz max 12/10/12ms 5600x running at 4.85ghz max 12/10/12ms Of course CPU clock matter but that's not relevant for a ~5% increase and i didn't worked on CPU clock yet. Tools aren't available (yet ?) to figure what core can go how high and i wansn't willing to do that search by hand. Second question : Does the CPU Matter at all ? Well... MP 5600x stock (4.65ghz) : 25.6/18/21 MP 9600k stock (4.2ghz) : 27/18/21 SP 5600x stock (4.65ghz) : 12/10/12 SP 9600k stock (4.2ghz) : 14/11.4/15 At this point i have to clarify something. AMD Zen 3 cpus are known for having the best single core performances on the market currently. Cinebench R20 Single core performance of the 5600x is 604 while 9600k's is 481. that's ~20% More raw performances. While it translate rather well in SP, in MP it doesn't. I suspect the GPU bottlenecking the CPU here since GPUs stats are as follow MP 5600x GPU : 22/22/22 MP 9600k GPU : 22/22/22 SP 5600x GPU : 15/15/15 SP 9600k GPU : 15/15/15 Also for the rest of the tests, Globaly GPU always sit between 13 and 17 as long as the CPU can keeps up. Does DCS care about SMT ? (AMD's equivalent of hyperthreading). NO MP SMT Off : CPU:20-25ms, GPU 20-25ms MP SMT On : CPU:20-25ms, GPU 20-25ms yeah, i know those numbers are probably GPU limited but in fact, almost all my tests are done SMT off since i forgot to turn it back on And its another variable i dont have to worry about anymore... its a win win ! Chapter 2 : the Ram ! Here is what i spent days doing. fine tunning those fuckers just to discover that Zen 3's bios are fucked right now and cant go beyond 1900 of Fclck. Mine actually is stuck at 1866.) all thoses tests were made in SP with Shader mod On except those where i explicitly tell that they are Multiplayer. First : Does the speed of the ram have an impact ? YES. well, a bit 2133C16 UnCoupled : 20/13/20 3200C16 UnCoupled : 14/12/15 3733C16 Uncoupled : 13/12/15 as long as you go past 3000 or 3200 you should be fine though Do i need to run ram in Coupled mode (fclock = ram speed/2) or not : YES, BY A LOT 3733C16 UnCoupled : 13/12/15 3733C16 Coupled : 11.5/10/13.5 Does DCS Care about Ram's timing and subtimings. running at 3733 Coupled ? No. C16-20-16-16-38 : 11.5/10/13.5 C16-20-20-20-40 : 11/10/14 C18-20-20-20-40 : 11/10/14 C20-20-20-20-40 : 12/10/15 Well, ok. yeah it does a liiiiittle bit. but if you're running your ram at C20 you are doing it wrong. Wanna go further ? Lets go further ! Does DCS Care about running very high frequency of ram ? No. 2*8gb at 4400c18-20-18-18-38 : 11/10/14 had to use the samsung B-die kit for that. the ram was unstable but i managed to get results anyway. Can DCS run on 8gb of Ram in Single Player? eeeehhhh... 1*8gb 12.5/12/15. Ram usage : 7.3gb 2*8gb 11/10/14. Ram usage : 10.9gb Can DCS run on 16gb of ram in Multi Player ? eeeeehhhh...² 2*8gb CPU 20-25ms, GPU 19-20ms, Ram usage 14.8gb 2*16gb CPU 18-23ms, GPU 19-20ms, Ram usage 18gb that's why you often hear to get 32gb of ram at least. Choosing a Kit of ram is trully a whole different topic and i wont go into that. You can go for Crucial Ballistix 3000-3200 2*16gb kit (that's all the same), they're perfect for the job and rather cheap. Also keep in mind that my windows is fresh and running only DCS, monitoring tools and OBS for recording. Conclusions Thanks for reading all that. Long Story short, This new generation of processor wont revolutionize DCS's performances in VR but it is now trully doable without an expensive intel plateform. Especially with mid range GPU coming along (~3060 ~6600-6700xt), i believe we will be able to run DCS VR in Okay condition within the next year. I didn't do all those bench with my GTX 1080 but, even if slighly slower than a 2070s, it runs the game totally fine with the same settings. i hope anyway it helps people like me, that doesn't want to spend thousand in hardware but still want to get decent performances and readability in VR. I trully cant play on flat screen anymore and even if it's not perfect in all case scenario, i'm now able to play my favorite game in VR. Coming from a 3770k, it's an overall big leap in performances for me anyway ! If you have further question, please ask, i'll do my best to answer ! just doesn't ask me to tweak graphics settings to be able to play well in MP, i'm already at the bare minimum, every aspects wise =D To ED : if you read this guys, thank's for all the work you've done on optimisation. Its trully something we need and we'll always be thanksful to you to do this ungrateful work ! I know you know about Kegetys's work on Shader VR Mod and i hope one day you could impletement something like that or create an exception rule to IC pass for servers to allow that kind of mod and reduce the GPU's load. Thanks guys and fly safe. DCS Settings : https://imgur.com/gallery/uGAkzBI Kegetys's mod : http://www.kegetys.fi/ Multi player footage (Shader mod Off) : Single Player footage (Shader mod On) : (edit : the "interpreting the numbers" paragraph)
  5. and what about JHMCS target designation ? isn't the FA18's pilot capable of designating ground target with the JHMCS ? i believe there would be some kind of symbology to see where the JHMCS/tgp is pointing at?
  6. +1 for absolute axis. being able to bind it to button for relative axis makes sense but on an axis, that feel odd
  7. i got problem with cold start / empty loadout too. cold start in SP, empty load AGM62 on station 2 and 8 + pod on ventral take off then warm the 62 got image from 62 (WE squared) + image from DL pod (DL13 squared) set a waypoint as target, uncage the 62, get to the launch zone. Loose weapon when in range. I do have video feed from the DL just before launch but when the bomb drop the DL feed become some kind of white static noise and dont provide any feedback from the 62. both channel tested. is that the same bug or is that a new one ? thanks !
  8. Cassiop

    BRU-41

    bru-41a with mk82a used to work correctly until a certain patch broke it. i addressed the bug for the training variant and it was fixed but unfortunatly that didn't fixe the mk82 variant. (which it make me wonder how poorly bugs are patched...) after repporting the bug on the MK82's it was moved into "wish list" by a moderator
  9. Cassiop

    Agm-154B

    yeah i know. that's why i put it in the wish list. i believe it might be possible to create a mod for this but i have no clue on how to do this.
  10. up I dont mind breaking the IC. I'm sorry nthere i dont speak your language
  11. Cassiop

    Agm-154B

    It is on AI's F16 blk 52, the model is here, warhead is here, the flight model is here, the CSID is here. We only miss Stores pages informations for it to be launched from our beloved F18 =D While you're at it, would you do a bru55 dual version of it too, please ? =D Thanks a lot :)
  12. I'm glad this thread move up some passion because i'm also Fun > hardcore realism. I'm totally fine with DCS being a hardcore simulatiok and that's even why i'm still playing it. Complexity is a beautiful thing. But that's still a game and people should have fun with games. Carrying 6 mk 82 on a pylon is cool and the f18 is capable of that. That's not like if we wanted to put a B52's 12 mk82 bomb dispenser tho... (I tried on a A10, the game just crashed xD) Still. Something worked, dont work anymore and letting it unpatched while being aware of it is... Arguable from professionnals. I know you all are busy but still... I'm glad it moved to wish list though ! Its a wish indeed :)
  13. Hello, I'd like to to be able to add the AGM-154B, a dual AGM-154B with Bru-55 and a 6*MK82+bru-41 to the FA18 and other aircraft. Note : thoses weapons already exist. The AGM-154B is avaiable on the F16 blk 52 and the Bru41+6*MK82 is even already present and commented in the F18's Lua file. But. The Bru41 suffer a bug that ED dont want to heard about. (though they patched the bru41+bda33 variant) see there https://forums.eagle.ru/showthread.php?t=245162 and the AGM-154B is only available on AI aircraft and doesn't show up in F18's DDIs store page. the dual AGM-154B doesn't exist. I'd like to make it a mod, without modifying the core game. how ****ed am i ? is it even possible =D Thanks guys !
  14. well, that's pretty sad... also, allow me to think that, even if this loadout is not meant to be available, this is still a bug that should be addressed. Something, Somewhere, behave wrongly and usually, developpers dont love that much when something that should work without having to though about it, actually dont. ^^ thanks for the reply anyway :)
  15. i know that this setup shouldn't be available but it still pretty fun to play and i gave it a shot with the bru-41a that you succesfully patched for 6 bdu-33. So the same kind of bug is still there for the 6 MK82 configuration. That make me think that maybe the issue is still hidden somewhere and might kraken its way out once again :) reproductability (same as before, the change appear after dropping the first set of bombs) 1 : Set up a hornet with BRU-41a and 6 MK82. (Example with One Rack) In the store page, select "82B" to select the MK82 Set Qte to anything more than 2*number of rack you have (Example : 6) Set Mult to anything less or equal to than 2*number of rack you have (Example : 1) Set Int to anything allowed (Example 100) Mode (CCIP/Auto) : dont Matter MFuze : dont matter EFuze : dont matter Press and keep pressed the weapon release button while bomb are failing. Bug : Only 2 MK82 per rack will be release Then : "82B" is unselected, the "Step" Button is still present while UFC and Load disapeared. this is here that things change. unlike the previous bug, you are not able to select "82B" anymore, nor you can drop the remaning 4 bombs per rack. when you click on "82B", "Step" appears but clicking on it dont do anything. 2 : i can do a video if needed 3 : 4 : doesn't matter 5 : 6 : i bet i am the first one on this :) 7 : 8 : modified F18's LUA file to allow bru41a with 6 mk82 (uncommented lines for outer/inner/central pylons) Once again, thank you for your work, it is really appreciated and thank you Bignewy to get back to me :) 1 - We need all the information you can give us, even if you think the information isn't important. 2- We need tracks, log files, system specs. If you can't get a track, images or video detailing the issue. 3- Track files and videos should be short and to the point to display the reported issue. 4- We need to know what map, what mission, single player, multiplayer, all the information you can give us, please. 5- Only include one item report. 6- Before submitting a report, please first do a search of key terms to make sure it has not already been reported. 7- Reports should NOT include user-created mods. 8- Once a report has been marked as [REPORTED], [FIXED], [FIXED INTERNALLY] etc., no further posts are required.
  16. ok Thanks ! i checked but i didn't saw anything related. I'm just concerned about how long a bug need to be there to be acknowledged by devs. I posted this one from quite a while and no update even while more recents bug where adressed and acknowledged.
  17. thoses bug report need to be bump sometimes to get acknowledges ? or can we let them dive into the section and eventualy they are all read at some point ? thanks
  18. BRU-41a sequencer fail to drop 6 BDU-33 in one sequence. Hello According to this post i'm not the only one to experience this so i post an issue here. https://forums.eagle.ru/showthread.php?t=240940 Problem description : the Sequencer for the first sequence of releasing many BDU-33 on the BRU-41a rack dont release more than 2 bomb per rack. when 2 bomb per rack are released, you can succefully program a sequence that release all the remaning bomb. 1 : Set up a hornet with BRU-41a and 6 BDU-33. (Example with One Rack) In the store page, select "76" to select the BDU-33 Set Qte to anything more than 2*number of rack you have (Example : 6) Set Mult to anything less or equal to than 2*number of rack you have (Example : 1) Set Int to anything allowed (Example 100) Mode (CCIP/Auto) : dont Matter MFuze : dont matter EFuze : dont matter Press and keep pressed the weapon release button while bomb are failing. Bug : Only 2 BDU-33 per rack will be release Then : "76" is unselected, the "Step" Button is still present while UFC and Load disapeared. When you select "76" Again, the "Step" Button disappear and nothing else happen When you select "76" a second time, you now are selecting the BDU. You can now release the 4 bombs per rack remaining however you like. 2 : i can do a video if asked but that's a simple bug and it is quick to reproduce 3 : 4 : doesn't matter 5 : 6 : i didn't find anything on that matter 7 : 8 : no mods Thank you for your work, ED :) 1 - We need all the information you can give us, even if you think the information isn't important. 2- We need tracks, log files, system specs. If you can't get a track, images or video detailing the issue. 3- Track files and videos should be short and to the point to display the reported issue. 4- We need to know what map, what mission, single player, multiplayer, all the information you can give us, please. 5- Only include one item report. 6- Before submitting a report, please first do a search of key terms to make sure it has not already been reported. 7- Reports should NOT include user-created mods. 8- Once a report has been marked as [REPORTED], [FIXED], [FIXED INTERNALLY] etc., no further posts are required.
  19. Thanks for sharing, i was having this issue with the MK82's too. i'll submit a post in the bug section now that i'm sure i'm not the only one experiencing this.
  20. hello, Everytime i squeeze the pickle to release 6 bdu at once on a BRU-41a, it drop 2 bombs then unselect the bomb profile and nothing more happen. i have to reselect the bombs by clicking on the corresponding DDI's button twice to realease the 4 others. no matter how rack i carry, for example if i got 24 bdu on 4 pylon, ask for 24 in QTY (1 in MULT and 150 INT for example) it only drop 2 bombs per pylon, then when selecting the profile again i cant launch the 4 remaining at once. is it a bug ? am i doing something wrong ? thanks ! :thumbup:
  21. Since you're talking about this, this seems exactly what you did on Kosmosima. It has 2 grip, and one have things that can be swaped. So i guess your firmware is flexible enough to handle both units ? I do understand that if you never planned to add another axis between stick and base it would be difficult, electronicatly speaking, to include it now. But would not it have been a lack of flexibility that might be corriged sooner or later anyway, isn't it ? Now, the main and maybe only point here about twist is : is there enough people wishing to pay for that feature that would cover the loss from thoses who didn't purchased the stick because it has twist (and so, cost too much ? if the option with/without exist (so we know how much it would have cost without this adapter) and if you know exactly how you put in R&D to bring this adapter, and tell us the impact of this R&D on the final price.) Anyway, you're almost alone on this market (and alone on this stick in particular) and people are patient so time shouldn't be an issue.
  22. I vote for the twist mechanism. I vote for the warthog base version. Here are my points : Twist, when possible should always be added. As i understand enthousiasts people using rudders pedals for better immersion, thoses sticks are still made to play Games, not a real jet fighter. and might be used to play other games too. People who are pleased by fidelidy should have the possibilty to choose what they considere the best Match Point between fidelity and convenience. For me, having rudders is excluded. I dont like to play with it, it would lays under my desk in my living room and my wife would not be happy with it. but i do love fidelity and having the same grip on my desk than inside my cockpit is just amazing. I will never forget when i tried the Warthog (my main plane is the A10-c so...) the feeling was amazing !!! but i still dont want rudders and since the warthog have no twist and it was too hasardous to use the ComHat on the trottle to use rudders, i didn't purchased it. it's just an unit lost for Thrustmaster, but how many did they miss like it ? If it must cost more then so be it. I doubt it will add 100€ to the final price And most importantly, you would avoid cuts in your buyers pool. For the warthog base compability its a more complexe question. First its all about feasability. I understand limitations in protocols and if the stick cannot properly communicate with the base, it should not be made. But if a solution exist (even if its putting a new cable between the stick and the computer ! ok, it would be ugly). Then it should be engineered and proposed to the public. I understand engineering cost of developping this possibility might not be profitable. Even if the pool of player that already own a warthog might be really huge. But you would increase kindness of people toward you. Too many company dont think enough about what's Good or Evil and Company who do choose small harm and losses to make the greater good will always be rewarded in the long term. but that's only my opinion. Cheers guys and keep going ! we love you !
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