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VC

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Everything posted by VC

  1. Realise I'm in a huge minority here, but I voted SteamVR + OpenVR. Recently discovered that OpenXR + SteamVR runtime causes me lots of issues with frame drops and periods of intense stutter that sometimes the game won't recover from. I have to use SteamVR as the runtime because my headset is SteamVR native (Vive Pro). It would be a real shame if a few people were left behind unable to use MT, if it can't support OpenVR.
  2. I get it, MT forces OpenXR only. But the second half doesn't make sense, MT and the VR API are separate things. MT has benefits in terms of spreading out CPU load and improves FPS for CPU bound system, which is the case regardless of VR or flat screen or rendering system. So if OpenXR runs worse than OpenVR, but MT in itself provides other benefits anyway, then absolutely there is a reason to want to run MT with OpenVR/SteamVR. Hopefully this will be an option in the future.
  3. Because I want the benefits of MT, better FPS on average, but MT gives me weird random frame drops and stutter between periods of better FPS. I'm trying to narrow down causes, and found some threads where people with SteamVR native headsets were complaining that OpenXR was stuttery.
  4. OK thanks, now the reverse question. How do I force MT to not use OpenXR, and just use SteamVR/OpenVR normally?
  5. Silly question, but I'm getting conflicting answers from people. Is this feature now on by default, or do we still need to do the "force enable" as in the first post of this thread? And will the runtime still be SteamVR (my headset is a Vive Pro), so no change in terms of how the UI looks when I play?
  6. MT works fine initially, but after about 30 minutes of flying my FPS drops hugely. MT suddenly starts using 3 cores at 100% for seemingly no reason and never recovers, even in the main menu, needs full game restart to clear the CPU usage. i5-9600K, no hyperthreading. GPU usage at about 70%, RAM fine etc. so no other bottlenecks. In VR, HTC Vive Pro via SteamVR.
  7. Does the server exclusively use the Normandy 2.0 map, or is Channel used sometimes? I'm asking because I was thinking about using this current sale to finally get into DCS WWII, but Normandy 2.0 not being on much of a sale is putting me off again.
  8. Huh, interesting that it works on the Bf 109. The special options cockpit drop-down with named folders works fine for the jets I own. I also noticed the Spitfire won't see the custom skins in the Liveries folder under Saved Games either.
  9. Thank you! I was having the same issue just now, was glad to find your fix. It's a bit annoying that it doesn't work with the drop-down in special options like many other modules, I wonder why this is. Does it affect all warbirds?
  10. @lefuneste01that is indeed very funny! I am using the SIMPLEX version of Kegety's mod, which is listed in the first post as compatible. Maybe that's interfering with this module spcifically? I am also using this cockpit mod: https://www.digitalcombatsimulator.com/en/files/3303537/ but I turned it off to test and that didn't seem to be the cause. I attached a short track but it doesn't show much, the luma changes aren't recorded. M2k_test.trk
  11. Here's a screenshot with 0 cockpit luma, it doesn't affect the symology on the radar (lines, contacts, range numbers etc.), and neither does the sharpening as far as I can tell.
  12. Thanks @lefuneste! Don't worry if you can't do it, I'll have a play around with the settings. I didn't notice changes to the radar display going between sharpen cockpit only and sharpen cockpit + exterior, but I also wasn't specifically looking for that. I might also want to test sharpening exterior anyway, even if it creates shimmer, in case it improves spotting of contacts especially against the ground. FXAA smudges out dots at long distance so that's a no-go in any case, even if it didn't blur the radar.
  13. Hey! Just getting back into DCS and started using this mod, it's absolutely awesome for cockpit readability. I noticed an issue in the Mirage 2000. The radar display (VTB) doesn't seem to be affected by either the Cockpit, MFD or HUD sharpness options. Instead, it seems to respect the FXAA option as if it was outside, since if I turn on "sharpen + FXAA", the cockpit goes sharp but the radar goes super-blurry. I guess you don't own this module, wondering if there's any solution to this as the radar is probably the main thing I want to sharpen in this plane. Thanks!
  14. Here's another track in case you need more data. To me it only happens if I accelerate at altitude. If I get fast (M1.2+) around 20k or less then climb without slowing down it's fine. But, oddly, for me it wasn't happening with a clean plane, only with load on. I assume it's related to the transonic drag bug? Probably when we can accelerate from Mach 0.9 to 1.1 in a reasonable amount of time the engines won't overheat as much in that regime either. Maybe that's why I didn't get explosions when clean, I could power through the "danger zone" fast enough and cool down afterwards, but sitting on AB gritting my teeth for minutes as it struggles to crawl past Mach 1 with Phoenixes underneath cooks the engines. F14A.trk
  15. Lol, the reply just above yours is the programmer, saying he fixed it :)
  16. OK... well I'm gonna hold off until next patch and test this again, see if it still behaves like this.
  17. It's not ridiculously far forward, but it's where you might be if you were leaning forward in the harness to look at the instruments more closely not resting the helmet on the headrest. if you look in the external model the pilots seem to lean forward a bit as well, especially when looking around. On another note, the F-14 is much better for VR position vertically for me than other planes. I'm very tall and in the F-14 I feel the seat is the right distance away when I look down. In other planes it's too close to my face for how tall I know I am. I hope the Tomcat gets the fully moving seats like the F-16 and Mirage have!
  18. Here's a track of my engines blowing up during level acceleration past Mach 1.1 at ~30k feet. Would someone please be able to disect this a little and see if it's related to the bug discussed here, or if I'm doing something wrong? Note that this only happens when I have a fairly full load, this doesn't happen clean. Thanks! F14A.trk
  19. I have some custom liveries and cockpits, VR shader mod and some stuff that modifies countermeasure programs (but not for the F-14). I wouldn't have thought it was those, all my mods are IC pass as I mainly fly MP.
  20. Are engine flamouts at high altitudes and transonic speeds related to this? When clean I can punch through Mach 1 and keep accelerating fine. But if I'm e.g. 35k feet with some Phoenixes, I go full AB, get to about Mach 1.1, and both engines explode every time.
  21. Interesting that longer interval helps. I also had a lot of issues with this but put it down to poor flying because it was happening when dropping singles as well. Make sure you have no sink rate at all and 1G+ when dropping, even pull up super gently as you drop, then you won't blow up. As soon as there's any hint of sink rate... boom!
  22. Press "ON" again after the BIT finished and it says "idle".
  23. So what can we expect from Phoenix guidance behaviour API this patch?
  24. Because HB say so, they pride themselves on doing this.
  25. There is no datalink missile support. But you don't need to stay until pitbull. They will fly to last known target intercept point and pitbull anyway, a bit less reliable, but they can still find the target.
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