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Werewolf_fs

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Everything posted by Werewolf_fs

  1. The problem with windows 11 is specifically with version 22H2 and WMR headset, but it was already before 2.8, and it is effectively solved by disabling it HolographicShell, but I already did it with said mod and there is a loss of 2-3 ms both CPU and GPU between 2.7 and 2.8. That's not the problem
  2. I would say, the CPU and the GPU are waiting for DCS ... ED, Multithreading now!!
  3. Al configuration and settings are the same in both tests. If you have more than 16GB of RAM, increasing that value helps to reduce the suttering associated with loading objects and scenery. If you have 32gb or more, better take it to max value, it does not affect performance.
  4. About Ismael Jorda test with the 4090, I already talked to him about the fact that the instant action of the chosen, Apache in Syria, is a bit limiting due to the CPU time, he has already told me that he will continue to do tests in more appropriate instant action missions to really see what brings this new 4090. I personally have been surprised by the improvement about 3090Ti in a mission limited by the CPU, also improving the time of the cpu!!
  5. With the stuttering problems, with Win11 22H2, I have this problems with Reverb G2... I suffer from them and t it you have to disable the HolographicShell and it is totally solved. I don't think it will work for the Varjo, but.... to see More data here: https://forums.flightsimulator.com/t/poor-vr-performance-on-windows-11-22h2/525280 Since it has to be stopped every time it restarts, I make a .bat file that I execute when I restart: @echo off logman stop HolographicShell -ets About the 4090, I personally will wait a few months until we have more data, I am quite happy with the performance of my 3090 (with 12900k) with OpenXR right now
  6. Right now the only way to get the ALT+ENT effect is to check this option in the DCS VR options, (Attached image) So you can maximize the mirror
  7. A hotfix has been released for openXR tools for WMR, v 112.2209.2003, they have been solved for the most part of the problems i had, including improved performance, although the Reprojection, in my opinion, continues to give more "ghosting" than 111
  8. Today I updated the openXR tools for WMR to version 112.2209.1004 and what a mess... with reprojection you get "gosthing" all the time, massive artifacts and poor performance, if you don't use the latest preview it fixes the problem. (version 111.2208.18003). I hope they fix it quickly
  9. +1 I use lead motion with all DCS compatible modules and it's a "WIN, WIN" VR + Lead motion combination to operate both ICPs, MDF and all frontal cockpit, even side consoles (but with issues). It would be great if HB modules were fully compatible
  10. Problem detected!!, a windows update today activated HAGS, it seems that it doesn't get along very well with MR
  11. After today's patch, I have a loss of performance with the MR unlocked in openXR... I could keep 30 fps minimal with 3170x3100 (G2) with MR.. now, badly 20 fps in the same location and same options. Anyone else with this problem after today's patch?
  12. I was just coming to comment on this. I usually keep it ALWAYS ON activated in the OpenXR Developer Tools for Windows Mixed Reality, so I can use the "all steps" of MR in DCS (90/45/30/20). But this morning I decided to turn it off in the app and activate it in UNLOCKED mode in openxr tools 1.1.0 and the MR is much better, much, much, much better!... as it says "SoH"... So good!!.
  13. sorry This is the point, motion smoothing / reprojection habe more levels in OXR over SVR... i have hope.... multicore + vulcan support = improve the DCS VR experience in the future
  14. With the reprojection in the development api of wmr for openXR in always active and WITHOUT LIMITING it in openxr tools you will have a better result
  15. 60hz, at it says, depends on the tolerance of each one, in particular on how sensitive your eyes are to that rate of hz, for me it is hopeless... I see every flicker of the screen and lose my head. in openXR I would recommend that you leave the development option always active so that the reprojection is automatic and in the openXR tools do not limit it
  16. After first test whithout a good result, i tried again and having it clear... I have seen the light... and I am left with OpenXR for a long time. The advantages for me are two above all: - Stop using WMR for SteamVR. The interconnection between SteamVR and WMR that is poorly tuned and loses a lot of performance between them, specific, lost of a lot VRAM and performance. - On the other hand, the operation of the reproduction of openXR is better!!*. Unfortunately and even at 90fps (if it is possible to achieve it in DCS), in DCS you need if or if reprojection for a smooth and bearable experience, and in this WMR to openXR has an advantage over steamVR, it has 3 playback levels!!! vs One in steamVR. YES!!! activate in the wmr development options for openXR, the reprojection is always active, it is similar to the automatic mode of steamVR, if everything goes well and it gives 90 then it goes to 90FPS, if you cannot, activate reprojection at 45 fps, if the load exceeds this, it automatically switches to replay at 30 fps (and me don't use <profanity> 60 Hz!!!), and even if it doesn't give enough, replay is activated at 20 fps!!!... even though it (20 fps) has a lot of glitches and scratches. Recommended, activate the reprojection in always active in the wmr development options for openXR. This is a great advantage!!!, without needing to force anything at 60 hz !!. Also from the openXR tools, (latest beta 1.0.5), you can apply reshase and adjust the colors, contrast and brightness with what that you save on reshade. About this, if you use the latest version of the wmr runtime for openXR (7007) it is not compatible with the reshade mod, it is only compatible with the previous version (23003), so if you want to use the ext reshade and not by openXR tools, use the previous version by disabling the option to use the latest version of the runtime in the development app of wmr for openXR Another thing to add is that at the same resolution or SS % in openXR it seems that the image has better quality for me than in steamVR, even if you compare one with more SS with another with less (for example openXR at 75 and steamVR at 90) it looks better in openXR!!!. I was also able to carry out the openXR at 100% SS, at 30fps on repro, yes… and it is totally playable!!, something impossible for me before in steamVR. Although I have a better experience with openXR SS at 75%, which is more than I had before in stemVR (60%). For me, this mod is a game changer in DCS!!. *But... it also has problems, the main issue, the glitches and deformities that helicopter rotors and warbird get.
  17. While ED doesn't enable this option natively, we can use : https://github.com/fholger/vrperfkit/releases
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