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Nagilem

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Everything posted by Nagilem

  1. Not all - just the ones in front of ”motionReprojecrionMode” : “auto”, line. You can also get an indicator of the repro state in your headset with the “motionReprojectionIndicarorEnabled” : true, line uncommented. Leave all the other lines the same.
  2. @eaglewings - no worries. Glad it’s helping. the default.vrsettings should look like what is below. The // in front must be removed and the motionreprojecrionmode set accordingly. Mine is set to auto. I included the whole file for your review. Sorry for any typos. On my phone and my thumbs are a bit big for the soft keyboard. Ac isn’t always helpful either. driver_Holographic" : { // Increase back buffer size so that larger superscale values do not get a resolution reduction "renderTargetScale" : 2.0 }, "driver_Holographic_Experimental" : { // Motion reprojection doubles framerate through motion vector extrapolation // motionvector = force application to always run at half framerate with motion vector reprojection // auto = automatically use motion reprojection when the application can not maintain native framerate "motionReprojectionMode" : "auto", // Automatic motion reprojection indicator to display the mode currently selected // green = off because application can render at full framerate // light blue = on because application is cpu bound // dark blue = on because application is gpu bound // red = off because application running at less than half framerate "motionReprojectionIndicatorEnabled" : true, // Some people may experience increased discomfort such as nausea, motion sickness, dizziness, // disorientation, headache, fatigue, or eye strain when using thumbstick controls in Windows Mixed Reality. "thumbstickControlsEnabled" : false, // true = use thumbsticks for artificial turn/move, false = default application thumbstick behavior "thumbstickControlsReversed" : false, "thumbstickTurnSmooth" : false, "thumbstickDeadzone" : 0.25, // During some transitions (typically entering Home), controller events start accumulate and the system has difficulties to catch up // Settings a mximum age for a contoller input allows ensuring that the events queue does not grow indefinitely "obsoleteStateMaxTimeInSeconds": 1.0 }, "NoInterEyeRotation" : { "DOOMVFRx64.exe" : true } }
  3. Maybe. I’ll get more time in Thursday. I’ll switch ports too. Could be underpowered or something. I didn’t have any of the other issues folks have seen thankfully.
  4. @ secoda - did you replace a headset with the reverb? If so, How was the brightness for you going from one to the other when you made the change ? I think I’ll call hp and see what I can do about getting it brighter.
  5. I received my reverb today and I must say overall I am very disappointed. While the clarity is better than my o+, the level of brightness is very low. Everything looks ridiculously dim. Almost as if we am wearing heavy sunglasses underneath the headset. I tried a free flight and a dogfight and neither gave me a good impression. Clarity wise it’s good, with little aliasing, but it’s so dark I can really see much detail, especially with dark color on dark color, such as a plane outline against a very dark blue sky at midday. At midday!?!? I know that imacken had a similar impression. It may be harder for those coming from an oled because it is so much brighter. Also, I am finding that SDE is very apparent for such high resolution. I see the grid of the pixel layout easily where I do not on the o+. I have the usb plugged into a separately powered card where the hp is the only device. Anybody know if there is a firmware update or something to adjust the brightness of the panel? If not I may send it back. Sadly I only got a short few minutes of testing as I am out this week and won’t have the ability to test again until Thursday.
  6. @dpj463 - the difference between global and app is whether the steam applies the super sampling to every sreamvr app or specifically to one app. I think they are cumulative. In the end it comes down to driving pixels. The higher you drive steamvr ss or pd, the more pixels the gpu has to create and likely subsample to the headset. Their cumulative math for how much super sampling is happening is still unclear to me. As I only play dcs I use the global setting. @eaglewings - I don’t think repro happens unless u edit the default.vrsettings file. If you haven’t edited and uncommented the line for motion reprojection, you are only getting the simple repro which doesn’t really do much.
  7. @Tmansteve - They way I get that setup for the hornet is put the drogue basket on corner of the right hand side of the L of the flight path marker until you close. Then continue to creep on it until it hits the probe. I usually visually switch from the basket to the fuel pod once the drogue is twice the size of the FP marker. I use my peripheral vision and VERY MINOR CORRECTIONS to keep the drogue in line with the FP marker until it hits. If you keep the Drogue bottom level with the bottom line on the FP marker, it should line up on the probe perfectly. Hope that helps.
  8. Oh ok. I thought no render meant no need for a gpu. I have an instance running I azure today on standard ssd on an h8 vm. It works well. Still testing its limits for number of concurrent players. I was using DS12_4 with 4 vpus and 28gb of ram but the vm topped out and became unstable at 6-8 players. That vm had 2.3ghz cpus. The h8 has 3.6ghz cpus with 58gb of ram. I’d like to see 20-22 concurrent users stable. I could also try one of the lower gpu versions too. Looking to keep the server run costs to a buck on hour or less with the server used for planned large missions (not up all the time). I run the server on win10 currently. Anybody else using aws or azure?
  9. @secoda - if I super sample in steamvr and only use dcs for msaa and af then not much. If i use dcs pd I do.
  10. @Secoda - I think if you are hitting close to 90 you get the green block on the left. Light blue - CPU constrained, Dark Blue - GPU constrained, and Red only comes on when you are below the 45 and not reprojecting… 80% of the time both light and dark blue are on for me. I do see red with my hardware when I look at other player spawned planes. Usually more than 1 player plane in my view will kick me red on the ground. No issues when in the air. (less polygons with no gear, doors, or tires to draw)
  11. Actually for me it is less about what the FPS counter says, and more about what I am seeing in the headset, and the playability of the game. Even at 70-90 frames per second, without motion repro, the game smears and micro stutters quite a bit when the AC rolls. Thanks for the reminder on FXO and metashaders - I have deleted those recently in my saved games folder.
  12. @Rudel_chw - I respectfully disagree. Take a look at the thread below. With a test mission with 600 objects my processor (see sig), GPU, and memory are barely chugging according to the screen shots, yet the game is a slideshow. This doesn't seem to me to be a CPU performance issue, but rather a core utilization issue. Only a few threads are being spawned which limits the ability of the game to be spread out further over the processor cores by the OS is my guess. https://forums.eagle.ru/showthread.php?t=242929 If this test had yielded much higher CPU utilization with the GPU pegged - say 50% or higher on CPU and GPU @ 80-90%, I would agree with you. And on your second note - I'm starting to run a dedicated server in the cloud. Just did a test with a non complicated mission last night, and a medium sized VM seriously bogged with 10 players connected. DCS finally dumped all of the clients after about 30 mins and had to be reset. That box had 28Gb of memory and SSD drives with 4 VCPU cores at 2.3gz. The VM worked well with 2-4 players in previous tests, but 10 concurrent players killed it. I'm going to upscale the box to see if that allows more clients. The new server has a single core clock speed of 3.6gz and even more memory (though I doubt memory was the issue in my test last night). I'd be curious to see the specs on the box you referenced in your post with only 4GB of memory. How many concurrent clients did you host on that server? How complex was the mission?
  13. For your reading pleasure - https://forums.eagle.ru/showthread.php?t=242929 This is the thread about CPU usage in testing with a large and very complex mission. Screen shots with my performance on page 2
  14. Hmmm. This has never really made much sense to me. I thought one of the main features of modern OSs today was to provide an abstraction layer between the app and hardware that made that sort of direct coding unnecessary? The requests from the application go one place, and the code of the OS decides how to best optimize it over the processor. I for one have done very little coding, but I have never seen, nor had the need to assign a processor to a thread before. I'd love to understand better how that process works in code. Is it just a matter of spinning up more processes to use?
  15. @imacken - you would think with all that processing speed left you could do just that; go harder on the CPU. The other day I did some testing with a mission with over 500 objects and a lot going on. With all of those objects starting to interact, my DCS came to a crawl, but you know where the processor was? Not even 20% utilized. The GPU wasn't over stressed either - sitting around 70% or less. Looking at one mig 29 with no other planes or shooting going on was a slideshow. Memory on both the CPU and VPU was not full either. I think we are rapidly approaching the time when multithread multi core optimizations will be REQUIRED.
  16. They both do the same thing so changing them both doesn't really help much. I prefer to leave the super sampling in SteamVR because I use the motion reprojection, and I get a lot of artifacts and ghosting with the DCS PD in its current form. I find with motion repro, the less render engines working on the image, the better for super sampling. @Fargo007 - If you like using PD better because you get better performance, this is all about individual tastes. For me, the reprojection smooths out the game and SS at ~180 with MSAAx2 on gives me acceptable performance with excellent image quality.
  17. Is a virtual audio card still required with the dedicated server?
  18. + 1 on Hellcats comment. Also, more pixels means less SS or PD since it should equal less jaggies. You *may* be able to reduce the MSAA to x2.
  19. @A2597 - that is similar to my results. The update made things slightly more smooth in repro but not much on overall FPS. I think my biggest revelation from all of this is not using PD to change the SS in DCS. I have a WMR headset and I use Steam to address both my repro and super sampling. That has resulted in a much better experience for me. My only config in DCS for clarity is post processing the image via AF and MSAA, texture quality, and number of objects to render. The question is - did we get all of the improvements, or just some? Are the improvements broken and when fixed will they provide even better performance that what is on the table now? Lots of questions, and waiting patiently for devs to work out some answers...
  20. @Whiskey11 - I haven't played on TTI servers myself since I am in a wing and we fly more specific wing missions. Like you I have found issues with overly scripted missions though - both local and MP. So many of the servers are hosted in residential areas with varying bandwidths that can make for all kinds of unique issues. I am glad to hear that its working SP for you though.
  21. Whelp... that didn't take long... No reverb for me today. I got someone else's tracking number from ShopBLT. It must be chaos over there.
  22. @Jak525 You're right! hmmm I thought I was able to exit AACQ before with undesignate. Sometimes I push to boresite then undesignate. I think it worked at one time. Thanks for the clarification.
  23. Ok guys - Shopblt gave me my Fedex tracking number and the headset is *supposed* to be here tomorrow.... I hope it shows... Based on the earlier posts by the august body on this thread, 188% seems to work well in Steam for SS with PD @ 1.0 I'm going to leave my other settings alone and give that a whirl. I guess I'll also try the zip tie method on the mondo cable to keep the connection tight. Any further suggestions?
  24. I think its the same as unlocking a contact - use the undesignate button. For me, that is the pinky button on my stick just above the paddle.
  25. @secoda - I don't get the red indicator often. Only has happened once in a week. I was looking at two f18s (players with custom skins) on the Al Bateen runway running up for takeoff. Other than that, its been great. I have my steam ss value up to 212% or ~2000x2500 to see how things may run with the Reverb. So far so good. And on 1903 - decided to wait to patch up until the issue is resolved with confirmation.
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