

Nagilem
Members-
Posts
386 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by Nagilem
-
@fu - Yeah, I noticed the same thing. SteamVR ss much more stable, and less artifact producing than PD in DCS. I am a bit surprised by the reprojection issues you're having. For me, no repro = hot GPU and a lot of smearing and micro-stuttering when I maneuver the plane. I test this by looking 45-70 degrees out of the cockpit while slow rolling left or right over something like Dubai or Sochi. I look for the buildings to stay smooth looking and the trees not flickering. For me that is the best compromise. You are at a higher StreamVR value than me, so that may be why you keep clipping under 45 frames. Assuming 212% equals a res of ~2000x2500 (estimated), the card is rendering ~10m pixels. 250% is 16% larger, which means you are drawing ~1.6m pixels more per cycle. That is ALOT to ask from the card @ 90hz, even with an average FPS of 45-50. It's still a decision of compromises unfortunately. Glad to hear its working for you though.
-
I usually get the red indicator when I look at other planes - 2-3 with anything on the ground usually pushes my CPU / GPU to the limit.
-
Interestingly... we've had the VR Optimization since May
Nagilem replied to Nagilem's topic in Virtual Reality
@Harlikwin - I definitely have hope that while the optimization is there, its broke and we can all still get some improvements from whatever fix they find. FINGERS AND TOES CROSSED! -
@nineline and wags - I hope you guys are getting the data you need. The tough part is using what has been given so far with the very large caveat that there are many variables that could impact the test and not be recorded.
-
I think what is interesting so far is the lack of difference from FPS counter only perspective between the two for most of us. What we don't know is what the objective of the test is. Possible objectives - 1. Find and fix something broke? 2. Validate the impact ? 3. identify the different impacts based on drivers/equipment? 4. All of the above? With the best of intentions, I hope its more #1 than the others -which hopefully would mean even higher performance gains for us...
-
@Jyge - Sorry - its not lua but rather the default.versettings file (it just reminds me of lua in the text editor :)) https://steamcommunity.com/games/719950/announcements/detail/1652133167137673234
-
@Sohei - I think the SteamVR for WMR is required to make WMR headsets work with DCS.
-
@Delta - I've had the counter up for those kinds of turns over those small buildings and yes, I do get a small FPS drop when I look at them or turn over them. Usually in the vicinity of 2-4 FPS. Lots of calculations for those polys going on, so I chock that up to the complexity of the game. What I look for is tearing, smearing or consistent micro stuttering. For me, the FPS drop doesn't seem to result in a noticeable hiccup.
-
Interestingly... we've had the VR Optimization since May
Nagilem replied to Nagilem's topic in Virtual Reality
@wolf - Sadly in FPS it doesn't look like it did as much as they wanted. If you troll the results thread, no one is getting huge gains in FPS. Personally, I got some minor gain with my rig (avg of 10 more FPS). What was most notable for me was less smearing moving and turning, and less microstuttering. Not sure what that really means from a FPS counter perspective. -
Rejoice! The VR performance update comes next week!!
Nagilem replied to Jarhead_SGT's topic in VR Bugs
Interestingly enough, If you plow through the results, there isn't much difference between stable and OB in frame rate. I personally saw big differences in smoothness and smearing when turning, moving, or going fast down low. FPS tho was very similar. Reprojection has worked wonders when that is on! -
@ delta F18 aircraft on free flight instant action mission. You can see screen shots of the performance in the thread below. I look and judge the situation by turning my head 45 and sideways to see how much smearing or micro stutter I see. I see very little with the settings below. I consistently see the vram just over 10gb and ram at 16gb. I have more in the system for both. https://forums.eagle.ru/showpost.php?p=3950179&postcount=35
-
FPS for both tests: Testing completed with clean installs - no mods and no export.lua files enabled Hyper threading removed and CPU affinity set for DCS.exe (only using CPU cores) and set to high priority for process and IO via Process Lasso MSI run in background to capture stats per test Stable version 2.5.4.30386: CPU 5%/spiked to 89% for one poll; Average:8% GPU low 80s%/94% Average:85-90% FPS Low 50s/91 Average:80s Notes: flew for 300s, light maneuvers over the Tsblisi; lots of smearing on turns for buildings and trees, also microstuttering badly Openbeta 2.5.5.32299: CPU >5%/8% Average:6% GPU 90%/96% Average:88-92% FPS 85/90 Average:90 Notes: Same as before for maneuvers. OB experience much better - less smearing and mostly smooth motion when turning. Overall impression - OB shows improvement over Stable on this system System Specifications: CPU – i9-9900k with no OC z390 motherboard GPU - NVIDIA GeForce RTX 2080 Ti Memory – 32GB of RAM Drive – DCS drive SDD NVME Windows 10 – 1809 with latest patches Graphics settings: Stable - ["graphics"] = { ["DOF"] = 0, ["LensEffects"] = 0, ["MSAA"] = 1, ["SSAA"] = 0, ["SSAO"] = 0, ["anisotropy"] = 3, ["aspect"] = 1.7777777777778, ["chimneySmokeDensity"] = 0, ["civTraffic"] = "low", ["clouds"] = 1, ["clutterMaxDistance"] = 0, ["cockpitGI"] = 0, ["disableAero"] = false, ["effects"] = 3, ["flatTerrainShadows"] = 1, ["forestDistanceFactor"] = 0.5, ["fullScreen"] = false, ["heatBlr"] = 0, ["height"] = 900, ["lights"] = 2, ["motionBlur"] = 0, ["multiMonitorSetup"] = "1camera", ["outputGamma"] = 2.2, ["preloadRadius"] = 150000, ["rainDroplets"] = false, ["scaleGui"] = false, ["shadowTree"] = false, ["shadows"] = 1, ["sync"] = false, ["terrainTextures"] = "max", ["textures"] = 2, ["treesVisibility"] = 6000, ["useDeferredShading"] = 1, ["visibRange"] = "High", ["water"] = 1, ["width"] = 1600, Openbeta: ["graphics"] = { ["DOF"] = 0, ["LensEffects"] = 0, ["MSAA"] = 1, ["SSAA"] = 0, ["SSAO"] = 0, ["anisotropy"] = 3, ["aspect"] = 1.7777777777778, ["chimneySmokeDensity"] = 0, ["civTraffic"] = "low", ["clouds"] = 1, ["clutterMaxDistance"] = 0, ["cockpitGI"] = 0, ["effects"] = 3, ["flatTerrainShadows"] = 1, ["forestDistanceFactor"] = 0.5, ["fullScreen"] = false, ["heatBlr"] = 0, ["height"] = 900, ["lights"] = 2, ["messagesFontScale"] = 1, ["motionBlur"] = 0, ["multiMonitorSetup"] = "1camera", ["outputGamma"] = 2.2, ["preloadRadius"] = 150000, ["rainDroplets"] = false, ["scaleGui"] = false, ["shadowTree"] = false, ["shadows"] = 1, ["sync"] = false, ["terrainTextures"] = "max", ["textures"] = 2, ["treesVisibility"] = 6000, ["useDeferredShading"] = 1, ["visibRange"] = "High", ["water"] = 1, ["width"] = 1600, VR settings with type VR set used and driver version: Nvidia driver – 430.86 SteamVR for WMR – 1.5.9 with no Dev SS and set to 212% Application Resolution (2072x1592) HMD – Samsung Odyssey Plus 800ZBA on latest firmware and set for Very High (beta) visual quality @ 90hz in WMR DCS VR – set to 1.0 PD One point of note: outside of this test I run the Steam Motion Reprojection in auto. I get a solid 45fps everywhere with less GPU overhead, but had to move super sampling from DCS PD to SteamVR Application Resolution. This resolved many ghosting and artifact issues.
-
In PL - I selected DCS.exe and setup: Priority - High with windows dynamic enabled CPU Affinity - No HT; make sure every other core is selected 0,2,4,6,8... The odds are HT. IO - High Application Performance - High performance Memory - normal (best setting) For stuff running during my flight - Tacview recorder, Discord, SRS, and Viacomm Turned up my SS to 212% in Steam for that flight. Not sure if that makes a difference from 200 but some are saying that is closer to native for o+. So far so good. waiting for my reverb... Looks like I got pushed back to after 6/21. I may get the index before the reverb at this rate :D
-
Interestingly... we've had the VR Optimization since May
Nagilem replied to Nagilem's topic in Virtual Reality
@Wolf - still happily addicted thankyou... will prolly need the support group sometime this fall after the f16 comes out HAHA. -
Thanks HansangB - Yea I just checked it again. Its available but I will not be partaking :) Just took another free flight through Dubai, and I must say, I am a very lucky man. With all the latest stuff, and adding the CPU affinity fix with Process Lasso, I get a constant and CONSISTENT 45fps at mach 1 through the streets and between buildings at less than 200 ft. I didn't even see one stutter. All my gauges and DDIs are clear and fully readable. Not sure what else I could ask for, or what the HP will bring over what I already have... Today is a good day for VR for me.
-
I don't think so - I am still on 1809 and have not gotten the update pushed to me yet. Sad to say but I hope nothing updates for a while cuz I finally got it working they way I'd always wanted it to work. Would suck to have something break now due to patching LMAO.
-
Interestingly... we've had the VR Optimization since May
Nagilem replied to Nagilem's topic in Virtual Reality
@harlikwin - agreed. I saw some improvement, but definitely not 50%. I also find it interesting they said "no vr update yet", and now "surprise! vr update already there!". I just hope that doesn't turn in to even more pitchforks and torches. -
Interestingly... we've had the VR Optimization since May
Nagilem replied to Nagilem's topic in Virtual Reality
Will do BN. I plan on doing some testing tonight. -
Interestingly... we've had the VR Optimization since May
Nagilem replied to Nagilem's topic in Virtual Reality
I hope I am misreading too but why ask us to test ob vs stable if it wasn’t there? Not upset at all just wanting to adjust my thinking and expectations. -
According to Wags, last post, looks like the VR Optimizations are already in the OB. https://forums.eagle.ru/showthread.php?t=243521 I wonder if that means we will be tapped out of improvement when they get the last of the bugs worked for those having issues, or if there will be more improvement over time. ***CORRECTION TO TITLE**** - since early June with 2.5.5 release
-
@Faxx2 - I haven't found a good way to manage this in the campaign editor yet. What I've done is take the max range - 460miles and subtract 160 for 300 as my operating range for the 18. That means 150 to target and 150 back for no tanker. Other planes may have farther range, but I still use this as a rule of thumb. It's not a great answer... ;)
-
2.5.5.31917 - INS Align takes longer than QUAL
Nagilem replied to boscoh's topic in Bugs and Problems
So far, my experience has been - turn to GND or CV and leave it until you see your current location on the AMPCD show up with real coordinates. The map shows up regardless, so just wait until you see your location and coordinates before touching the dial. Its definitely a WIP. -
I know what you mean. On process lasso - my cpu was not showing over 10% either but I still had stutters. I hope you get it sorted ASAP
-
Definitely noticed this too. Dawn looks amazing now. No more thick bands. Thank you Devs!
-
@imacken - yeah I know I need it, just waiting for some other stuff to clear up so I can purchase and install. Having tacview issues, but getting them solved.