

Vitallini
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Everything posted by Vitallini
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For me the sharpening is mostly noticed on far away details, not so much up close in the cockpit. It should however be noticeable when looking at details on the mig in the menu hangar. Also a change Color/contrast should noticeable. Have you made A/B comparisons in the headset when turning the effects on off?
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You can try reaching out on the varjo aero channel on discord. I don’t know much about other than I’ve seen it referred to on different forums. Think that is your best bet
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Best helicopter for practice on way to Apache?
Vitallini replied to gdotts's topic in Controller Questions and Bugs
Thank you guys! I guess the saying slow is smooth and smooth is fast is a mindset you can use while flying helicopters. I think setting goals like you described kgillers3, keeping it simple and repeatable is a good advice for my level at the moment. I feel like learning to fly helicopters is sort of like playing in a band in the way that at some point when playing you get to a level where you are “ahead of the music” and not just reacting from second to second. Perhaps not making sense here. I still forget using my pedals in relation to collective input from time to time and it feels like I get task saturated at those moments. It’s very fun to practice, but I also need to take breaks more often to reset compared to flying jets. -
Best helicopter for practice on way to Apache?
Vitallini replied to gdotts's topic in Controller Questions and Bugs
Does anyone here know of “drills” to practice to become a good heli-pilot? I can get a Huey in the air and back down fairly controlled, but I notice that slowing to a hover leads to unintended altitude gain or loss. I can manage better if I take it gradually, but I imagine I take to long to perform it. I assume a trained pilot whould identify my flying as sloppy (at best I think). What details should one be aware of and perfect while flying a helicopter and especially in a combat role to tighten things up? -
I downloaded the zip file, installed it with ovgme. Activated the fps fix, saved the changes (make sure you make sure the changes are saved, but at first I used the wrong alt-key with save button I think). One of the more annoying things with DCS are situations that spike the fps (smoke, cluster bombs etc. This seems to remove these occurrences (not sure it removes all, haven’t been able to test much yet. I’d say it’s worth it from what I’ve seen so far.
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Nice! I’m going to get me two of those when they’re available
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I get what you are saying. I’m just having a hard time tuning DCS as there are quite a few situations that spike frame time so much so that if I want to guarantee a stutter free experience I need a lot of headroom. What kind of mission or situation do you use when tuning DCS? Thank you for your guide by the way. It’s been very helpful.
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I’ve used ready on the ramp to tune my settings and found that I need about 35 to 40 percent headroom there if I want avoid stutterwille over the city in Nevada. I run asw. It also seems that stutters show up around 80-ish percent headroom on the gpu and that 90 percent utilisation behaves more like 100 percent +. Don’t know if it’s fpsvr that reports to slow or what it is. Now ready on the ramp is perhaps not the best scenario to tune for gameplay in general so, how much headroom are people factoring in? Both for single and multi-player? Also the f16 seems to use somewhere around 15-18 percent more gpu utilisation compared to the f18. Do anyone else see the same?
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PIMAX Monster 12k, Eyes tracking, INSIDE OUT and Much more !!
Vitallini replied to ICARIVS's topic in Virtual Reality
Not sure, I’ve tried the vive pro 2 and the first reverb and those got sent back. My 8kx has good enough visuals that it rival those two HMD’s + FOV so perhaps not relevant. I preferred the 5k+ to the reverb g1 though. It might be the varjo is such an improvement that I would choose that one, but I’m not in a situation where I really feel like I need to try the varjo. I like the different ways you can tune the pimax and if their next HMD can deliver there will be plenty of compromises available in settings even though other hardware will not be able to max it out. -
There this thread https://www.overclock.net/threads/official-intel-ddr5-oc-and-24-7-daily-memory-stability-thread.1794772/page-12 I guess what I wrote made it sound like it was better than it is, but considering it’s so early and not the best ram they are using…ah well I don’t know. I guess it’s more about not having to change the motherboard in the near future for me. Anyway, It’s ddr4 for me still. I spent the money saved from choosing a cheaper motherboard and no new ram on a wd 850 1tb m.2 drive and a new aio cooler. I think m going to stop reading about ddr5 ram now. It’s done.
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I’ve seen some decent results of people overclocking ddr5 in the last few days. I also started thinking differently about the early ddr5 motherboards and later ddr5 compatibility. There is no guarantees of course, but isn’t the high end boards components dimensioned to handle more than the current rated ddr5 ram anyway? At least on paper? And then you have the hassle of re-installing windows if you make the switch to a ddr5 motherboard in a years time? I’ve actually started questioning my choice on my ddr4 z690. Having to wait for a lga 1700 aio cooler, kind of cooled down the rush to get everything asap for me. Bah, if I’d gotten a ddr5 motherboard I’d probably be fretting about getting a ddr4 board now instead .
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That was what I was thinking as well, but then I wondered if early motherboards would be able to run the ddr5 ram that will be available in a few years at max speed? Anyone have any thoughts about this? As I need all the usb-ports I can get I have to buy a fairly pricey motherboard. Also I’d like to avoid switching out the motherboard just because of the hassle.
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Ah nice, locked reprojection is great if you rely heavily on reprojection in the first place. You avoid the judder when it gets activated or deactivated. I wonder what the one third option will look like.
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VR Shaders mod for better VR experience
Vitallini replied to Kegetys's topic in Utility/Program Mods for DCS World
Does this stop the fps-drops when shooting at the ground? I get very high gpu spikes when gun rounds hit the ground and around smoke. -
Try it! Its very easy to install and very easy to remove. Done in a few seconds. You'll probably enjoy the wait for 2.7 a bit more with it
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I see the same behaviour in Automobilista 2. Assetto Corsa works well. Both through steamvr.
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Its working with assetto corsa also. Just copied the files into my root assetto corsa folder. It seems when you bring up the reshade menu via the HOME key I get this grey console in my headset, but it goes away when you close the menu via HOME key. Haven't seen any problems, but haven't tried it for long. Same result as with DCS. Not much difference close up, but better colors, less fog and things sharpen from close/mid range and out. This is usually the area that is difficult to resolve even with SS. I find the distance sharpness very pleasant. For me it makes a big difference. Kind of difficult to describe. Perhaps nuanced, but impactfull is a good description.
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Just tried this with a pimax 8kx (small fov) at 2400x2448. What I noticed first was that the preset provided improved the colors. They pop more and the cooler colors removed what I now would describe like a yellow-ish fog. Very nice. I didn't notice that much difference in the cockpit and couldn't decide if it was the colors or the sharpening that was most impactfull. For me the biggest impact was noticed on the terrain and buildings. The texture on far away mountains was sharper and buildings, trees etc. looked sharper and more defined. Could describe it as removing smudges from my lenses. For me, a noticable and meaningfull improvement. Awesome! I just copied the files in the fholger github zip file into the bin directory on my dcs beta install. I did not install or have any other files related to reshade. Edit: If you want to change settings you press the HOME key to get the mod-menu up (reshade?). This menu does not show up in your vr-googles, but on the mirror on your monitor where you can change settings. END to turn effects on and off. I know its been said, but thought I'd just repeat it.
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Ok, so I would advice you to go over to xsimulator.net, go to the DIY section. As far as I can tell, the user SeatTime is one of the guys who has gone furthest down the g-force/g-seat rabbit hole. He has his own thread on the DIY forum. It will be a long read, but it should give you some insights into the limitations, possibilities and challenges with motion sims. I think you will find this website a good resource as the projects there are more likely to be experimental as opposed to commercial motion sims that usually make use of tried and true solutions which might be a bit limited by cost, research and development etc. I'm aware of people trying pneumatic bladders in their seats for g-forces, but it doesn't seem to be a solution that people have had much success with. I've not seen a pneumatic g-suit project in this kind of application. One of the challenges is that it isn't conveying the forces quick enough. G-forces are spikey and fluctuating.
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Ok, so I'm messing around with settings so much each day that I feel like I can't conclude anything and my teflon memory makes it hard to judge. I also run the highest resolution possible and that would mean any difference would be harder to notice. Still, I remember thinking to my self after I updated firmware and pitool that performance had increased slightly. Nothing like you experienced here though. I was using a beta-firmware that slipped out the cracks before I updated the pitool which I think is the same as the firmware that shipped with the last pitool. Not sure, but I believe there are different firmware dependent on headset so that might explain the differences.