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Everything posted by ravenzino
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HW/Performance issue related to VR, help needed
ravenzino replied to ravenzino's topic in PC Hardware and Related Software
I feel it could be the case, but why statistics show differently that there’s actually a lot room left... Sent from my iPhone using Tapatalk -
HW/Performance issue related to VR, help needed
ravenzino replied to ravenzino's topic in PC Hardware and Related Software
Though I suspect that as well, none of the CPU cores was close to 70%, seems there’s still room. Sent from my iPhone using Tapatalk -
HW/Performance issue related to VR, help needed
ravenzino replied to ravenzino's topic in PC Hardware and Related Software
I used them both. Observation resulted the same... None of the CPU cores or GPU are stressed... I hope it is not because something broken in my Win10 as my computer is doing great in basically any other games on my drive, that includes all Blizzard games and Destiny 2. All of them can run on maximum graphic settings without any stress... Another thing to mention, not sure whether it might link to the problem or not. My computer used to be limited by CPU in DCS VR a while ago. One of the 8 cores was actually get stressed at about 80-90% while all the others were at about 40-50%. But after I tried Process Lasso and uninstalled it, I never saw that again, all the CPU cores are working at identical load. The DCS performance however hasn't been impact by that both with or without Process Lasso. Anyway, your suspect on a broken OS is still legit, though I would exhaust all the other possible fixes before making that distress call. -
HW/Performance issue related to VR, help needed
ravenzino replied to ravenzino's topic in PC Hardware and Related Software
Yes, I use it to drive my second monitor, so the second screen wouldn't cost any resource on the main graphic card. Can you provide further insight in terms of why enabling/disabling that could impact the VR performance? Is there some mechanism behind? I wished... but my i7 6700 and the Dell MB doesn't support that... Regardless that limitation, as I described before, I don't think CPU is now the bottleneck as none of the 8 cores are over 70% throughout the game. If they were at 90%+, I can see overclocking works, but unfortunately, that's not the case. Yes, that's the set speed. XMP is enabled as CPU-Z shows me... -
HW/Performance issue related to VR, help needed
ravenzino replied to ravenzino's topic in PC Hardware and Related Software
My settings are quite similar to yours. I also tried the motion reprojection. It only caps the FPS at the menu screen at 45 from 90. Nothing changed in game... I think the problem has little to nothing to do with the settings. Reason is that if any HW is stressed, e.g. GPU load reaches 100%, we can change the settings to relive that stress and therefore improve the overall performance, e.g. FPS. But the issue here is that it seems none of the HW is under pressure. The explanation can only be: 1) on the software side (either VR or DCS) there's some bad logic causing unnecessary waiting, wasting the Render Cycle while also doing nothing; or 2) there is some HW bottleneck which haven't been found yet...... -
Hi all, I posted similar problem before, but still need some help. Having been fiddling around for a while with different settings with the hope to improve VR performance, it ended up no joy. So I believe the problem must be elsewhere. This thing is weird. I seriously need some professional advice. I'm not a computer expert, neither a noob. Having said that, here's my core HW configuration: CPU: i7-6700 @ 3.4GHz RAM: 24GB (8x2 + 4x2, 2133MHz) MB: Intel z170 (it is a Dell MB as part of my XPS8910) Graphic: GeForce RTX 2080 Ti (Gigabyte, 11G VRAM) Intel HD 530 (Integrated) SSD: SATA SSD (OS) + NVMe (Game and page file) Monitor: Dell S2415H(1920 x 1080) x 2 VR: Samsung Odyssey+ (WMR + SteamVR) PSU: CoolerMaster MWE Gold 750w Now, the problem is, when in DCS, regardless of graphic settings, the FPS is around 10-30 for most of the time. I'm not saying settings doesn't affect FPS, but it never stable close to or above 40. It varies significantly in different scenes within that range, feels like the computer is stressed to handle its task. However, the weird thing is: when I look into the load of CPU, RAM or GPU, none of them are stressed. All the CPU cores are at 37-64%, RAM is at around 16G (about 70%), GPU is at 60%. See the attachment which I captured right after I quit from a mission in DCS. A couple of things I noticed though: 1. Bus Interface usage is very low. However, checking in GPU-Z shows that the card is working at PCIe x 16 3.0@ x 16 3.0. So looks all good. 2. VRAM was fully used at around 98% when in game. However, given the Bus Interface usage is very low, it seems to me that it might be just the GPU intentionally maximizing VRAM usage rather than being stressed. 3. Reliable Voltage Limit and Operational Voltage Limit were constantly set to 1 when in game. (as shown in CPUID HWMonitor). However, research on internet shows me that that's normal. 4. RAM is at 2133MHz, I know this speed isn't high. However, I saw people having good DCS performance using same RAM speed. I feel something, something is dragging the system performance! But I just can't find out what it is!!!
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Indeed. To tackle that, I'm thinking of some modular approach, making changing cockpit layout a bit easier, though details of which still TBD :D
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Awesome! And I can see you made some parts specifically for the Tomcat! Two questions though: 1. how do you operate the MFDs as in the Hornet? I guess that's what that mouse is there for? 2. how instant and accurate when you try to reach for a control? Straight in or you have to seek/touch on the panel for seconds to make sure?
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Just feel that's not good enough... that's all. I might get lazy and settle on that eventually, but still want to dream a bit while I still can. Maybe, just maybe, we could find a better solution...
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I'm aware of that device. Cool idea. Might give it a go as well. But my method is to focus more on using actual controls, while using hand tracking merely as visual assistance to help reaching the controls.
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I do waste one when trying to land somewhere... It certainly not the right way in RL I confidently assume... :D Sent from my iPhone using Tapatalk
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The switches on the side panels, I get that. But not those buttons on the MFDs right?
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Thanks for the details regarding using LM. For the double activation problem, I was actually thinking of disabling LM's control function and use the physical controls only, not sure if it is doable though...
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I looked at them a while ago, but not quite convinced. It's a cool solution, just not as good as my idea, though my idea might very likely ends up as an illusion... :D
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Smart!:thumbup: My Samsung O+ doesn't give me that luxury... or maybe my nose is a bit too small...... Cool pit!
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Guess I'm a bit old for that, still have to hand-exploring a while in finding some switches on my Warthog Throttle panel...... let alone the MFD buttons...... I probably will have to give it a try if there's no other option, though to avoid that is the very reason of this discussion...
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That's what I'm about to do before this idea hits me......:)
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Thanks Svsmokey for your very insightful reply! Curiously, what new VR Gloves? Not sure if it is doable, but I was actually thinking of turn off the VR controller function of the hand-tracking solution off. So the hand-tracking in VR is to provide a visual reference only. Actual control signal is still generated via those physical buttons/switches. Totally got that. To tackle, I was thinking of some modular approach (like Lego) as inspired by my previous attempt of using aluminum profile to construct my HOTAS mount/stand. Anyway, this is more of a cost issue rather than a deal breaker. I almost fly Hornet only...... :D
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Hi all, Played in VR for a while. I've got a basic setup with HOTAS, Paddle and the VR headset of course. As many VR simmers, the poor/unreal/lack of hand interaction with cockpit instrument is always bothering me. While I'm thinking of buying a Cougar MFD but still worrying about mistakenly pushing one button for another due to unable to see either them or my hands in VR, I was wondering: 1. is there a way to accurately project my hands in VR environment? 2. is there a way to accurately align the physical MFD as those in game? (F/A-18C for example as I mostly fly) If both are achievable, it could become the ultimate solution to create a real "Mixed Reality" VR cockpit, as now you can see your hands in VR, you can see your finger moving towards MFD button (or any other button/switch/nob), and while your VR finger is touching the VR button, your hand will actually touch the physical button too. What you see is now aligned with what you feel! Given the increasingly available electronic devices (button/switch/nob, and control board) and 3D printing, creating a high fidelity cockpit for VR is probably more practical than ever. Now, for projecting hands/fingers in game, I got the impression through searching on the internet that the Leap Motion might be up for the work. But can anyone confirm its actual performance and limitation? Will it truly fit for this purpose? Its accuracy and coverage are my main concerns. For alignment of physical MFD/button/switch/nob with those in VR, the only practical way that I know is probably using in game "Reset View" function while also making sure the MFD/button/switch/nob are exactly matching their in game position/size... have anyone tried this, or is there any better way to achieve the same? btw, I'm using WMR / Samsung O+, was amazed by its inside-out tracking capability especially that I can't feel any drift over lengthy use. This is partially the reason why I come up with this idea. Any thoughts? * Please forgive my noobness if this has been discussed before...
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Hi all, My buddy is selling his video card again... lol This time, the cards are from his discontinued personal project which he rarely used at all: a couple of ASUS GeForce GTX 1060 DUAL 3GB Video Card. Again, items are at VIC, Australia. He can do international delivery for sure at he buyers cost. (Though I guess it probably isn’t quite worthy to do so... lol) Link below. https://rover.ebay.com/rover/0/0/0?mpre=https%3A%2F%2Fwww.ebay.com.au%2Fulk%2Fitm%2F183749552491 Worth to mention that his 1080ti cards are almost gone. If anyone still interested, don’t miss it out. Same location, same rule. The cards are also in very good condition: https://rover.ebay.com/rover/0/0/0?mpre=https%3A%2F%2Fwww.ebay.com.au%2Fulk%2Fitm%2F183712420855 Sent from my iPhone using Tapatalk
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Carrier Cable only visible in right eye when cable is caught by Jet?t
ravenzino replied to Strikeeagle345's topic in VR Bugs
Received my O+ for a week, still looking for improving its FPS... I can't see the trapped wire from neither of my eyes... it just disappears... -
No. Saw a thread discussing this as well a couple of weeks ago. Boarding ladder isn't available to Hornet. I wish ED could make it real as well. For now, the only way to see it is to place a static model of F/A-18C...
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Agree with cercata, the depth perception would probably require binaural vision. But it doesn't matter as people can still do AAR on flat screen. Just make sure you are looking at the tanker as a whole, allowing your eye to decode the change of distance from the change of the tanker size. You don't really need any reference point. Check this out: https://forums.eagle.ru/showthread.php?t=236828