

Nagilem
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Dynamic campaign (alike) graphic test
Nagilem replied to beppe_goodoldrebel's topic in Game Performance Bugs
@beppe - I have an i9-9900k and 2080ti card. Will try the test tonight after work. -
I've enabled it in gameplay and found in the f18 that it DOES push the AC around quite a bit behind the tanker (tried S3 and KC135MPRS) and in BFM when I have crossed behind my target. If you aren't being affected but have the wake turbulence box checked, then it may still be WIP and not work the same for everyone.
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Looking at the experiences here, it seems there is something borked either with the DCS render pipeline supersampling, or the hand off between DCS and SteamVR for the vr content. We know DCS is not VR optimized yet. For me, if I use the PD slider, I get tons of artifacts and ghosting. If I move the SS to steam, things work much smoother. Maybe its because of the reprojection, though going with out it for me is a no go as no reprojection causes everything to micro-stutter and smear when the aircraft maneuvers. I gotta wonder since we are seeing such different results if there really is that much variability from machine to machine, or if our visual tastes are really that far apart. I've tried many settings that just didn't work well for me. I guess ones objective matters - mine is for the smoothest, clearest experience even if I have to turn down textures.
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Not sure if its just my luck but started playing around with DCS PD vs SteamVr SS. With the o+, setting the super sampling with DCS PD, I get a lot of ghosting and video defects on the headset and more micro-stuttering. I get a much more stable video feed to the HMD with SteamVR SS turned up and DCS PD @ 1.0. For example BFM with an f14 with PD turned up makes the f14 constantly shimmer and ghost during the fight. I don't have that issue with SteamVR SS, and the visual clarity seems on par. Current settings - PD 1.0, SteamVR 180% and MFAA and MSAAx2 on. I set textures other than water (@medium) to low, no grass, half trees, shadows flat with both object distance and preload set to extreme and max respectively. MotionVector is on in Steam for re-projection. Anybody else seeing similar results? This might help on the Reverb since the render pipeline is the same.
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That is very odd - I hear from those on the thread it isn't much, but when I try the S3, my aircraft starts randomly rolling left or right AND gets pushed nose high or low, and not just toward the outside of the wing. And not just a little bit either. Once it starts bucking, the area the hose will stay connected seems small and quickly disconnects. I have to almost dial in 2.5 to 5 degrees to counter the effect and it will not trim out (immediately starts rolling the opposite direction no matter how much trim I try to dial in). I'll be the first to admit, I'm not the best at AAR, but I have no problem with getting a full tank without disconnecting with the S3 with wake turb off. Would also like to hear from a hornet driver if that is truly realistic.
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Based on what I am seeing in these posts, folks are trying both SS in steam AND PD... I thought these had the same net effect of SuperSampling, no? I did some base testing with my O+ tonight for context. I setup my SteamVR SS to 100% which renders each eye at 1424x1780 (O+is 1440x1600 so this is close to native) I then went into DCS and turned off MSAA and Anisiotropic filtering. Textures low with the exception of water at medium. Shadows all set to flat. Object distance and preload set to extreme and max respectively. Quick results - @1.3 jaggies everywhere @1.5 better @1.7 good looking view with minimal jaggies AND minimal stuttering @1.8 slightly better than 1.7 but my performance starts to suffer. Micro and full on stuttering every few seconds during aircraft maneuvers. Base calcs suggest I am pushing ~13.3m pixels total @ 1.7pd. With a pixel base of ~9.3m native on the Reverb, I could try it out at 1.2 PD (assuming SS at native resolution) and be pushing the same amount of pixels (generally) through my 2080ti card with similar performance (fingers crossed). Image quality will be dictated at that point by the Reverb.
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@aa - actually just went back to check it and found I AM WRONG! :) I setup my SteamVR SS to 100% which renders each eye at 1424x1780 I then went into DCS and turned off MSAA and Anisiotropic filtering. Textures low with the exception of water at medium. Shadows all set to flat. Object distance and preload set to extreme and max respectively. Quick results - @1.3 jaggies everywhere @1.5 better @1.7 good looking view with minimal jaggies AND minor micro stuttering (once every 10-15 secs approx) @1.8 slightly better than 1.7 but my performance starts to suffer. Micro and full on stuttering every 1-3 seconds during aircraft maneuvers. My apologies sir. It does look much better @ 1.7 than 1.3 with MSAAx2 to me. I tested over Sochi in free flight to keep in line with my other testing. I must have either not liked it with MSAA on since that seriously stutters or just mis-remembered my testing from a month ago. Either way - Cheers! Base calcs suggest I am pushing ~13.3m pixels total @ 1.7pd
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Interesting findings. I have not seen the reverb or the index yet but I do own an o+ that had the same resolution panels as the index in pled. First, I have run the o+ with every pd up to 2.1 and personally have found no discernible difference in image quality above 1.3 pd. Maybe that is different with other headsets. But the clarity tops on the o+ at 1.3. At 1.3 with the other settings in the medium to low mode and object distance set to extreme I get 45 FPS (with motionvector on in steamvr) in Sochi and Dubai. Reprojection is the only way I have found to get dcs butter smooth. Without it I get 60fps average and a jittery mess when I make any aircraft movements. I have a non ocd 2080ti with an i9 9900k. The index and the rift s have similar resolutions and should perform similarly at around the same pd. The rift may have slightly lower pixel counts but I would still think there is a similar point of diminishing returns in image quality at or around 1.4 pd. Each unit can only display so many pixels period. @aa I can totally understand your preference for oculus software. Never tried it myself but the WMR steamvr config is clunky at best. I’m not a fanboy for any product and they all have strengths and weaknesses. I do not like the lack of good sound and lower res on rift s so I went with hp and valve. I’ll post what I find when both headsets come in. I suspect I will like the hp better but want to try both before choosing.
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For those with the HMD, can you please include the following when you give your perceptions? Nvidia MFAA on or off Power setting Other notable settings WMR 60 or 90hz SteamVr SS dev checkbox on or off SS setting (% or res, preferably %) Motionvector turned on or off DCS PD setting Shadows settings MSAA or SSAA Water texture Visibility range The other settings beyond this can make a FPS difference but not hugely. If you include these, we should be able to start setting a baseline. Thank you in advance for posting your experience!
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@gizzy - just curious, why no steamvr motionvector reprojection? Based on my o+, the motionvector setting makes a HUGE difference in perceived smoothness for me. Without it, I get a 'higher' FPS, but turning the plan or rolling leaves a jittery mess on the screen that I don't get when I turn on the motionvector. It caps me at 45 fps, but the smoothness is leagues better for me.
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Fingers crossed. June may turn out to 'the' DCS VR month for this year. Patches, new headsets, new weapons... Christmas come early!!!!
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@Icebeat - actually that is good news as they did fix a video rendering memory leak according to the change log. That could be responsible for some of the stutter / lag - especially in longer sessions. Things should get REALLY good when we see the optimizations added in (assuming they can still make those happen with 2.5.5)
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I don't think we got the VR optimization yet - or maybe we got updated maps and no code to use them yet. Although - 30fps to 45 would be a 50% improvement... Has anyone tried with no reprojection yet?
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From the change log - they fixed a memory leak which could have had significant performance impact. ntroduced DCS: Fw 190 A-8 by Eagle Dynamics Multiplayer. Reworked network transport for better handling of a large number of units. DCS World ME. Corrected overlapping texts in the route panel. Video rendering. Eliminated the memory leaks
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@AureliusAugustus https://forums.eagle.ru/showthread.php?t=239020&highlight=Odyssey+consolidated
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@Jabara - Welcome!
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@Sniper175 - do you think SS will be needed? If yes, then performance will be tough for less than a 1080ti. I think since the native resolution is so high, running at 100% SS and 1.0 PD may be pretty dang good, and may be nearly the same or less pixels than what some run now. My only concern at the moment is antialiasing...
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@Harlikwin - I guess there really isn't a reason to unless the two products have some overlap with drivers or shared code in Windows10. You could probably try it first and see if anything strange happens. For me, strange happenings = doubt in my mind in the voracity of my installation :). As such, I tend to be WAAYYY too careful and remove unneeded software.
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Wow - I missed so much in the last five minutes! @wags - thanks for the updates and Reverb impressions. That is awesome news! It would be great not having to use SteamVR for WMR anymore.
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So here is a thread that has alot of good stuff from the o+ for initial configs - https://forums.eagle.ru/showthread.php?t=239020&highlight=odyssey+consolidated @Harlikwin - I think it will be pretty easy to setup. You way want to remove all of the occulus software if you can. Other than that, plug in the headset, which should start up WMR. You download and install the SteamVR for WMR installer. When that finishes, you should be able to crank up DCS. The only thing left will be to start configuring your various settings to get the visuals where you want them. I suspect I will turn everything low, crank down SS to 100% and start with PD at 1.0 before trying anything else. @Sohei - just be clear - you DO NOT NEED the steam version of DCS. I run SteamVR for Windows Mixed Reality with a non Steam version (I bought it from digitalcombatsimulator.com) of DCS Open Beta. I think you could run either DCS version fine, but its not required.
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Why do so many assume every developer resource can all do the same thing equally well? A plumber is not an electrician is not a foundation concrete layer is not a roofer.... Some devs are needed early on in development for certain types of activities, while others come later because of their skills and experience. From everything I have seen in responses from Wags and 9line, the team they have on the hornet today has been engaged and will continue to be so until the EA period is done. Meanwhile, those who finished their parts, and are adding NO VALUE to the F18 module, have moved to other endeavors.
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Honestly, I think the lack of communication is less deception and more them trying so hard not to disappoint the community with the 'give the devs another hour' mentality - one hour rolls to two then rolls to a day... so easy to get caught up in that cycle. Sadly, coding and bug fixing aren't always predictable activities. For all of their flaws, ED seems genuinely to care about their product. They participate here regularly, generally listen to the community, and try to put out quality updates.
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@oban - Not knocking what you're saying, but what's the alternative? No F18 hornet for the past year waiting for a fully capable product to come to market? I get the frustration, but please don't overlook that we have an active development community working to bring this thing home. I know we all want it, and want it now, but I think to not have the hornet this past year would not have been fun AT ALL. I do agree that more aircraft rather than finishing what is there is a gamble that may not pay off for ED. I think it all lynch pins on how well these next few rollout cycles go. The optimist thinks that even with the setbacks today, we will still see good stuff in the coming week or two.
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Hmmm - The MRTV video was ok. Everyone focuses on the cockpit. With the o+ and now the Rift S, that really isn't so much the issue. What I want to see is what happens outside... Carrier - how bad do the lines crawl? Aircraft - are the lines sharp enough to IFF planes between 1-3 km? Map - how does it perform when over a battlefield or over a heavily building city like Dubai. Color me disappointed. He didn't address any of these for me. I know its hard to hold the camera and HMD, but that is something that should have been sorted before the vid. He's a good guy, and he did get to the point this time very quickly, just not in depth enough to make it worth watching unfortunately. If you've seen his other vids, he just retread that ground.
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You guys are killing me! My date for getting it to the warehouse is 6/14, so I'll be lucky to see it 2 weeks from now! Green with envy... Can't wait to hear the reviews. Again congrats!