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Everything posted by Al-Azraq

  1. I went back to the regular version and it is fine for me.
  2. This is a great point. Every game needs gameplay loops and DCS gameplay loop is system managing. It is what keeps the player engaged throughout the session and it is what the player will try to improve on.
  3. You are missing a big point here which is: we enjoy learning how to operate these planes, we enjoy flying them, we enjoy fighting with them. Yes, we know this is just a game at the end of the day but we enjoy the time we spend in it. I think that simulators are just not for you, and I don't think you should try to convince us that what we do is pointless, because it is not as long as we have fun.
  4. You are right, it looks pretty dark in that video. I guess it depends on how much time has passed since it was last repainted. I would clear for an IFLOLS in DCS looking as clear as in that video!
  5. Yeah, that as well. Also, am I the only one having many difficulties spotting the deck yellow and white lines? It is just a black deck for me until I'm very close. I have a Reverb G2.
  6. I play on VR and the FLOLS is just very bright to the point I really can't see where the ball is exactly.
  7. With the PC on my signup the map is just not playable on VR even if I drop my SteamVR resolution to 50%. Really disappointed because I was looking forward to playing The Big Show campaign here.
  8. I think everything is related, input latency included. Lower FPS and frame times result in better latency which are everything for stability. I would pay money to Digital Foundry to make a DCS analysis including a VR deep review.
  9. Your FPS are the same but you gained smoothness and stability because as shown in the benchmark a couple of posts ago, 1% lows and minimum FPS are much much better which means frame time is stable. I'll explain better: it is better to draw a frame at a constant pace throughout a second, than rendering 40 during the first half of it and 10 during the second half of it. The output for both would be 50 FPS, but as they are distributed equally the smoothness in game will be much much better in the first case.
  10. I’ve read Bignewy or Nineline say that OpenXR support will come eventually. Also in the 15/10/2021 newsletter when they updated the multithreading status, VR support was among the remaining tasks. I don’t think OpenXR support will come with multithreading but with Vulkan, but I’m hopeful for performance improvements with it as well.
  11. Guys, DCS just takes all the VRAM that it is available (allocation) and then uses what it needs. It doesn't mean that it uses everything, it just reserves it for itself just in case. But yes, it is an inefficient process and DCS is full of memory leaks.
  12. Good summary! I’m going to update MSFS 2020 today and try it on VR, see how it looks on Nevada. And yeah, resolution is what impacts performance more. At first I had almost everything on low but then I noticed that I could increase settings without performance impact as I had some headroom and I’m locked at 45 fps due to reprojection anyways. With the PC at my signature, I can run DCS at 80% resolution, medium settings, terrain shadows flat, MSAA off. As we talked before MSAA is increasing pixels which paired with deferred rendering it destroys performance.
  13. Yes sure, you can do both at the same time. TAA as it doesn't render additional pixels it should have a really minimal computational cost but it is not easy to demonstrate because the games that introduce this technique, usually don't offer the option to turn it off because otherwise it breaks lighting, shadows, etc. I don't think LOD has an effect for spotting distance as the object gets rendered at low poly, but the shape remains the same if the developer did its job right.
  14. Yeah same here. I miss the clarity and clear image of 2D as well as the sutter free (most of the time) but somehow I just can't come back.
  15. Thanks a lot for more testing! A couple of notes though: SSAA doesn't affect the VR image, it is supersampling but for a 2D image. The way of supersampling in VR in DCS is going to SteamVR and setting higher resolutions but even if you put some crazy resolution you won't get rid of the shimmering because even in that case, the upscaled image will have jaggies which will not be entirely removed when downscaled to the headset resolution. To clear the image we will also need an AA solution as well. SSAA is a very expensive AA solution because it is not selective and it creates extra pixels for the whole frame. Techniques like MSAA generate extra pixels but only in the relevant areas such as the object borders, that's why MSAA sometimes doesn't apply to every object. So MSAA is sort of supersampling but only in the relevant areas. TAA being the most modern one and less taxing is perfect for VR because it uses information from past and present frames without the need of upsampling or creating new pixels (contrary to what MSAA does). Then it reconstructs the image using these pixels knowing where they were placed in past frames and doing some fancy calculations, that's why it needs motion vectors introduced by the developer.
  16. I think we can be very sure that supersampling indeed improves object identification as what you achieve with supersampling, it is the same you achieve with antialiasing which is providing more information to the renderer so it can output a more defined and rich image. I even tried to increase SteamVR resolution to 150% to try how the image was improved and it did reduced shimmering quite a bit, but it was still there. I really think that the only solution to it is having TAA, because let's not forget that MSAA with deferred rendering will never ever clean all the image. Even with forward rendering MSAA doesn't apply to some 2D objects like fences. Finally, I think that shimmering and contact ID go together because if you can clean map objects, then you can clean aircraft however, take also into consideration that identification of enemy planes is not easy in real life either and we may have been spoiled by the zoom function in 2D.
  17. Yeah I agree, haven't tried MSFS on VR though as I'm too lazy to set it up but I prefer blurry rather than shimmering. Also I think that reducing shimmering via Supersampling in a high resolution headset like the G2 is maybe one GPU generation away and for now we will just have to live with the shimmering. That's why I have been advocating for TAA so much. Sure it tends to blurry the image but if it is well implemented it is not really an issue and it is a very light AA technique. I'll take the blurriness. Also with TAA the door is open for DLSS or FSR 2.0. Regarding contact ID, I also have difficulties IDing even in the other sim where I run at 100% SteamVR resolution with the G2. The lack of AA makes the bandits become a mess of pixels until I'm quite close and I can't afford to turn on MSAA at 100% resolution.
  18. The problem with the G2 is that it has a much greater resolution so it is more expensive to run and soften the image with the current techniques DCS uses. MSFS is a much more modern piece of software and you can really notice it is much better on VR precisely because of TAA. This AA technique is much less expensive than MSAA and works much better especially with deferred rendering where MSAA is especially intensive and doesn't work well (actually DCS kinda hacked it in). Unfortunately I don't reshade will be able to apply TAA as this technique needs motion vectors and that should be added by ED. Hopefully it will come with Vulkan.
  19. Most likely your CPU is holding you back a lot, it will even in 2D so in VR it is much worse. MSFS is a modern game with modern rendering techniques including TAA and DLSS coming which is a much better AA solution than MSAA especially under deferred rendering. This alone will give MSFS a solid advantage over DCS in both image quality and performance.
  20. Thanks a lot for the testing! Personally I don't use MSAA because it is hacked into DCS right now. When DCS switched to deferred rendering a new AA solution was required because MSAA doesn't work very well in deferred rendering and it impacts the performance a lot, but we never got it. One of the advantages of deferred rendering is to have multiple light sources without extra performance impact, ever wondered why ED introduced deferred rendering but we never got real lighting from light sources in DCS? Yep, you guessed right, because thanks to the ancient MSAA the performance will be destroyed (even more). On VR the issues are much more noticeable and MSAA with deferred rendering creates the infamous 'shimmering', which we will not get rid of no matter how much MSAA or supersampling we apply with our NASA PC. You can turn off MSAA but then you have a non-aliased image with shimmering as well. There is a reason why optimised VR games like Alyx use forward rendering with MSAA. We need alternative AA solution for deferred rendering like TAA or DLSS, that will solve many many of our VR picture quality issues in DCS. Hopefully with Vulkan.
  21. It only affect the Picture in Picture images so mirrors, TGP, Maverick, etc. the regular MFD pages are not affected by this setting.
  22. hahaha sorry to bring you the bad news mate. Eventually you will get used to it, learn to love VR for its strengths which are many.
  23. That is happening to us all, no fix so you will have to learn to live with it.
  24. You can also add more voice commands to a single action. For instance, due to my Spanish accent VAICOM has difficulties understanding the word "auto" so I add a different command for the actions including that word. Maybe instead of "tally wildcard" make an additional command as "spot wildcard"? I highly doubt that Windows recognises the word "tally".
  25. @Jayhawk1971have you tried this? I will try it next time I fly Zone 5:
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