

Nagilem
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Everything posted by Nagilem
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Agreed - but I get serious shaking in the cockpit upon entering the plane on the Stennis, clouds and other components only rendering in one eye, and the latest patch has introduced screen blinking on one eye or the other while on the deck.
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@chief - Also got that email.
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Same here - good for buying both, and would like the left gear panel and UFC too! Any news on whats to come would be much appreciated!
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Hi D - Thanks for the reply So on 1 and 2, is that also the case with 65Es that are laser guided? Prior to the patch, I could use TGP FOV/RAID functions even with 65Fs. I have not tried the Fs with TGP under this latest patch. I know the button works because I see it mapped under the controls, and I was also able to get TWS mode to show the RAID for A2A targets within the same mission.
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Flying with some AGM 65Es last night with a TGP and found that: 1. Could not get the short FOV/RAID depress on TGP to switch Nar/Wide 2. Could not get the long FOV/RAID depress on TGP to switch CCD/FLIR These I can't really capture in a TRK file. For context, I tested the keybind which was working fine, and also had the TGP as SOI. 3. WPNDSG didn't consistently move the pod view to the selected waypoint with the TGP set as SOI. It usually either locked to 30 miles off the nose, or turned and displayed short of the WP. 4. Using WPNDSG would not change the SA page to show boxed TGT on SA page 5. Once Maverick is uncaged, and I stabilized the AC flying toward TGT, the pod would lose ground stabilization and move, but the mav laser seeker would stay locked on the TGT according to the hud. This was intermittent. Not sure I can get it on a TRK file. I'll do what I can to provide a TRK file when I have time.
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+1 - and I also have noticed that the left and right eye differ significantly looking at ships. The typical IPD seems off. Right eye ship looks like its steaming away, while my left looks like the angle is much closer to a perpendicular.
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VR Shaders mod for better VR experience
Nagilem replied to Kegetys's topic in Utility/Program Mods for DCS World
@imacken - With MSAA x2 on with MFAA and Cockpit shadows at medium and able to still have downtown Dubai race by with frame times averaging in the 17ms range with no red, I think I can live with and work to tweak away the xmas lights on the coast. I am also getting some artifacts at my extreme peripheral vision. Noticeable at night, but not a deal breaker for me. I get that others may not like or find these issues to be too much of a hassle for the gains one can get. VR in DCS is a list of compromises. For me, with the stock stuff in place, I still get artifacts on the coastline - a ghost grid effect, so the compromise is a trade of one artifact for another. Anyone else have some ideas for fixing the xmas string light effect on the coast? I'm going to try turning up the overall SS and remove the MSAA and MFAA to see if it gets better. The xmas string effect seems to happen more at mid altitude and when the coastline turns farther away from horizontal. If I zoom in on the coast, view the coast above 25k ft in altitude, or fly perpendicular to the coast, the effect is significantly minimized or is non-existant. -
VR Shaders mod for better VR experience
Nagilem replied to Kegetys's topic in Utility/Program Mods for DCS World
Ok good to know. Thanks imacken. -
VR Shaders mod for better VR experience
Nagilem replied to Kegetys's topic in Utility/Program Mods for DCS World
Decided to jump in and try this. I dropped my frametimes over dubai almost 5 ms on average. Wonderful! My only issue is that when flying over a coastline in PG, I see tan twinkling boxes (same color as the coastal sand) between the coast and the sea. Its like an xmas tree light string following the coastline. Has anyone else seen this? I've searched here but haven't found the right key words yet to get results that may give me a clue on how to fix... I am going to undo all mods, repair, then just re apply the shader to see if that fixes... Any help here would be most appreciated. EDIT: Tried the above outline of actions with no discernable change in the xmas string light effect at the coastline. -
I would like a way to see TGP and HUD video when engaged for target and BDA review for after action reporting. This would be different than track files which replay the whole mission. This would be more like a tape. I think this would help with target recon and BDA as well as open up more options for mission types.
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+1 on the presale question...
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@Rage - in theory yes. All of it is super sampling and works similarly. The difference is in who wrote the code to apply it. While 1x8=8 and 2x4=8, the way the math is done matters just as much as the answer. I personally have found that the MSAA and PD algorithms in DCS are slow in frame times and FPS, and cause me stuttering and lots of warping and artifacts. Steam for me seems slightly better in terms of performance and not causing as much visual artifacts to the HMD.
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@Swiftwin9s - I'll check it out...
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So I have spent lots of time tuning and have found I can consistently keep frame times in the 16-19MS with NO RED flying f18 low over Dubai with the following settings - Process Lasso set affinity with DCS using 12 threads (6 CPU, and 6HT), VRCompositor using 2 threads, and the rest on 2 threads I shut off the Windows 10 game DVR - https://forums.eagle.ru/showthread.php?t=257972&highlight=registry+game I set steam for: auto resolution in video tab - 150% SS per app resolution setting - 150% SS motion smoothing ALWAYS ON 80Mz The rest of the settings can be found in this post - https://forums.eagle.ru/showpost.php?p=4138265&postcount=5 This has performed very well in most situations - especially with MP A2A Refueling where my other settings left me with a slide show with MSAA on. I still get *some* aliasing and shimmer, but it is very light and the detail is amazing. As always, I am looking for smoothness first and quality second, and this for me seems to be checking both boxes. YMMV
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Anybody know where the map files for the AMPCD are located? I like dimming down the map, but have issues with using this mod in NV. The letters no longer dim when turning the brightness down which makes them too bright in NV. What I would like to do is dim the map files by 40% so I can continue to use the brightness knob to dim the entire display.
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We need a solution that is at least twice as fast for GPU speed to get to a place where we don't have to compromise and the experience is closer to monitor quality. Either through multiple GPUs for the HMD or through some other tech... Until that happens, VR is a game of compromises. My problem is less the aliasing and more when I get slideshow mode near tankers or at an airfield. It is very jarring to go from 40 frames to 20 or less. I've spent tons of time getting the settings and performance where its tolerable, and within 10 mins on multiplayer, its back to the drawing board. Worse is that getting performance and having very few ways to understand where the problem really is... Network? GPU? CPU? and then the inevitable Schodingers Cat problem of understanding the impact of measuring any of these variables and what game will do once the tooling to measure gets turned off. Hopefully something good that hasn't been announced is on the horizon. We need more headroom in either the GPU or in the software to make the GPU more efficient.
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Well, unless you turn it off, you will get motion smoothing to kick in which will half the frame rate. To me, turning it off does not work since I get microstutters without it. So with Motion Smoothing on, the refresh rate halves when the GPU can't keep up. 80 --> 40 90 --> 45 And while 90-->45 sounds better, the overhead for 5 frames extra a second when GPU or CPU bound is a lot. I have found personally that I sometimes cannot consistently maintain 45 frames with reasonable visuals, but I can get 40 frames much more consistently. The game will not perform at 90 or 120 frames for longer than a few seconds at a time. If I look up into the sky with no cockpit and nothing above me I may get 90 FPS but as soon as I look at the cockpit and any other objects it drops. This is all subjective. Some here value quality of image over smoothness, others performance and spotting over quality of image. What I value is consistency - I want smooth and stutterless flying, even if I can't have high resolution with it.
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@biggs - Welcome to the wonderful world of trial and error to make your headset perform better! LOL I'll give you my settings below, but first wanted to state there are many settings that can be changed and will give different levels of performance. For me, my litmus test is flying the standard PG free flight in Dubai in the F-18. I look to fly the AC down the line of railway tracks from one end of Dubai to the other with the frame time graph up in the HMD. I look for a consistant 18-20MS with NO RED during the flight with maneuvering - usually a few slow barrel rolls in the part between city scapes since there are so many small buildings. You can always make the game look prettier, but it comes at a cost (one which I am unwilling to pay :) ). Personally, I do very little image adjustment in DCS. I put all textures to high, no msaa or ssaa, both shadows to flat, Anisiotropic filtering to 4x, grass off, trees at 60%, with preload max and object visibility set to high. PD stays at 1. For me, setting the nvidia settings of FXAA on and Negative LOD set to clamp is working well. People will say FXAA hurts spotting - and while that is true, again, for me, I need some AA (and all AA hurts spotting). Aliasing with no AA kills the immersion for me with major shimmering. I also tried MSAA with MFAA and just MSAA - both of those pushed my frame times up 2-4 MS on average, which caused stuttering and other artifacts unless I dropped the over all resolution down to 150%/100% in Steam (which still caused Frame times in the 19-20MS range and noticeably less clarity). FXAA seems to take down the some of the shimmer without killing the performance. I also put some of the other texture settings on quality to help with how things look in game and set the card for max performance. The big fix for me is to set up Steam for 148% video super sampling with 138% app and also set the motion smooth to always on. You will always get motion smoothing, like it or not, but forcing it on actually works better in my mind because the switch from no MS to MS causes stuttering. I think I left the advanced super sampling slider on steam as well. I also don't push the headset beyond 80hz since I never get un-motion smoothed flights at 80 frames throughout the flight and I cannot really see much difference between 40 and 45 frames. These settings give a nice balance of in game performance with little aliasing or shimmer. I can take a low flight over the streets of Dubai with frame times in the 16-20 MS range, little to no stuttering, no red frame times, and FPS sticking at 40 frames. YMMV
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Excellent post on adding DCS to the non steam library. Thanks for that!
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I went back to stable - I lost the ability to set DCS up with per app settings. I turn on dcs and look in the per app menu and it isn't listed. I haven't tried the refresh change on the fly but brightness seemingly works ok for me.
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@WIcked - F-18 @Shrimp - I will try but it is enforced on some servers
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Just curious, is one of the things they are currently fixing the connector being just a cable from the stick to the base? I would much rather see something similar to other stick / base connections where the plugs line up as part of the connections and seat as part of the overall connection. I saw the cable connector inside that connects the stick to the base in some of the reviews. It looks and seems kind of cheap for a $900 product. I guess on the plus side, it could be one less thing to break :). Hopefully some news comes soon.
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Just curious - anybody here having issues around tankers with FPS dropping like a stone? I get around a tanker with one or two other AC and my frames drop from 40 to less than 20. I don't seem to have issues with those same AC flying around without the tanker close.
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Thanks to some folks on Discord - found another way to pass variables using a DO SCRIPT function in a trigger. I added a trigger, set up a do script in that trigger, then declare the variables as I would in a lua script fie directly in the ME. Then after that runs, I setup my DO SCRIPT FILE and redeclare those variables in my script referencing the previous declarations and they come right into the script Works great.
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Anyone know how to access the trigger zone custom properties from a script? I added the properties and can see them in the mission file inside the miz. From the mission file in the miz - [14] = { ["y"] = 428908.55457227, ["radius"] = 3000, ["zoneId"] = 823, ["x"] = -229321.5339233, ["color"] = { [1] = 1, [2] = 1, [3] = 1, [4] = 0.15, }, -- end of ["color"] ["properties"] = { [1] = { ["key"] = "Sunrise", ["value"] = "7", }, -- end of [1] [2] = { ["key"] = "Sunset", ["value"] = "19", }, -- end of [2] [3] = { ["key"] = "Start_Delay", ["value"] = "900", }, -- end of [3] }, -- end of ["properties"] ["hidden"] = false, ["name"] = "Variables", }, -- end of [14] I tried several methods to get them loaded but can't seem to access them. First method - tried get getZones API function. I can get to the "radius" property, but cannot seem to enumerate the custom property key/value pairs. I don't know what other table entries are passed back from the function when invoked. Hoggit has an example that includes radius and point. local Vartable = trigger.misc.getZone("Variables") https://wiki.hoggitworld.com/view/DCS_func_getZone Also tried the moose method to GetStates(). I cannot return the custom properties. local Vartable = ZONE:FindByName("Variables") local test = Vartable:GetState(Vartable, "Sunrise") I haven't found a good way to force the enumeration of the Vartable variable as a table in the log to see what these functions return. I get errors when I try. Anyone else know how to pass these into variables in lua?
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