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Captain Slow

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Posts posted by Captain Slow

  1. 10 hours ago, dburne said:

    I have an i9 9900k at 5.2 GHz and RTX 3090 vid card.

    I run DCS with high GFX settings at 100% Steam VR resolution ( no anti aliasing).

    Motion Smoothing on and forced at 45 fps.

     

    To me the sim is just gorgeous and I have very smooth gameplay with no stutters.

    Very happy with this. To me the graphic artifacts from Motion Smoothing being on are not that big a deal. I will take that over stutters any day.

    In fact I think Motion Smoothing in the G2 is better than Oculus ASW.

     

    Thanks, good to know. That is pretty much the same machine I have (9900k and 3090).

     

    The biggest contributor to slowdowns, by far looking at just frame times, seems to be the category "Simulation". Is there any explanation somewhere what the different frame time categories include more in detail? "Simulation" normally sits around 5 ms, but when the slowdowns start it jumps to above 10 ms every few frames, probably even quite a bit more. Thus usually happens when flying closer to the ground and near cities. (example numbers taken from simple instant action testing)

  2. 30 minutes ago, speed-of-heat said:

    mirror view wont help you, it takes no resources.

     

    you need to enable reprojection.

     

    there is no hardware that enable 90 in all circumstances,  try my settings in my sig

     

     

    I realize it is unlikely anyone will 90 in all circumstances, however I want to make sure I have understood the implementations of g2 reprojection correctly (as my first post) and am curious about the stuttering without it.

  3. So I finally got both the 3090 and Reverb G2, but unfortunately my machine isn't able to produce 90 fps in dcs in *all* situations.

    So, Ive been trying to understand reprojection, and the conclusion and experience I'm currently seeing is:

    * If I enable reprojection, due to limitations in WMR + SteamVR, it will go to 45 fps (but still feels kind of like 90 fps) when the game starts rendering below 90 fps. Many times I dont even realize reprojection kicks in 🙂 , but somtimes I do (wild rolling causes certain hud elements to show some ghosting artifacts)

     

    * If I dont enable reprojection, head rotation will still have reprojection, but pretty much everything else (head translation, aircraft movement, aircraft rotation..) will move at game framerate, for example 70fps - and for some reason it causes some super wild stutters (not a framerate issue, but rather just plain old stuttering), pretty much making the game feel unplayable.

     

    Have I understood my options correctly? And also that there might be a better reprojection option coming in the future for us Reverb G2 users, which is basically option 2 without the stuttering?

    For now I am sticking with reprojection enabled, because the second option/mega stuttering is just unbearable for me 🙂

     

    I don't really understand why option 2 starts stuttering so madly below 90 :/. Normal desktop games with regular vsync on an triple buffering does introduce some stuttering when slightly below target fps, but nowhere near this

     

    also, different question: Is there ANY way to disable the desktop mirroring of DCS VR view?

  4. LTWS TDC-over information does not move with contact if turning

     

    I wish to inform you that this report is valid again, now that LTWS has officially been added:

    https://forums.eagle.ru/showthread.php?t=233537

     

    symbology is obviously a little different, but the principle is exactly the same.

     

    You can basically have your tdc on the left side of the display while the target you are supposedly keeping the tdc over is on the right :)

  5. You can still drop the azimuth width and point the nose, just can’t stay on the gimbles like that.

     

    If you are super good, you can still command mini-raster with the designate button, but I think that’s like a 3-5* sweep. :)

     

    pointing the nose means giving the opponent a better shot. I would avoid it if possible, so very much looking forward to being able to point the radar instead of my nose :).

     

    mini-raster? you mean when you tell it to try to lock the first best target which comes into the highlight volume? I need something with more control in a multi target environment.

  6. My situation has improved significantly by disabling the game's own fps limiter.

    You can edit it in <DCS_HOME>/Config/graphics.lua line 350.

     

    I just set it to 10 000 :). Before that I had some rather crazy issues where my GPU actually decided to go into "idle" power profile.

     

    If you fly the F18, also check so that you havent run into this issue I fought against for a few days:

    https://forums.eagle.ru/showthread.php?t=233582

     

    NOTE : The solution in the thread is actually wrong. .net had nothing to do with it.

    I dont know what the solution is yet, but after reinstalling windows and removing the fps limiter it seems to work better.

  7. Sounds like you are referring to something different than the OP is. He is referring to being able to select an off-center scan pattern during search. You are referring to the scan pattern when attempting to designate from the looks of it.

     

    Yeah, given the answer by Anonymous User I think we are still waiting for it to be implemented.

     

    Re-engaging after being on the defensive right now is quite dangerous and slow. Need to be able to reposition scan center.

  8. My 2080ti does the same quite often, and I have yet to figure out what is the cause.

     

    I have verified with gpu-z that indeed it sometimes goes to idle in DCS! No idea why.

     

    I thought I was the only one... But apparently I am not, and this isn't a single user case.

     

    My system is 9900k, 32 GB ram, Palit 2080ti gamingpro OC.

     

    What about you?

     

    This is on a fresh windows installation! (yesterday) with zero usb input devices attached except mouse and keyboard

     

    Setting the card to "prefer max perf" has absolutely no effect on the issue.

     

    Screenshots attached

     

    Flapping idle/full perf in game

    attachment.php?attachmentid=205673&d=1551714831

     

    Idle in menus:

    attachment.php?attachmentid=205674&stc=1&d=1551714790

     

    Idle looking at sky:

    attachment.php?attachmentid=205675&stc=1&d=1551714790

    flappingPerfIdleIngame.thumb.png.60ca317cfa6104d786cfe1e85276fa5f.png

    idleMenus.thumb.png.f7e984f00ceb59e7e66b4c3e2eaa6a2c.png

    idleSky.thumb.png.a9d42cf36cba20a32211b1af262f1a97.png

  9. Reproducible: 100%

     

    Date: 2018-03-03 1940 Z

     

    Sim version: 2.5.4.28090 Open Beta

     

    Mission: Any with air target (Track recorded in F18 instant action aim120 training mission)

     

    Steps to reproduce:

    1. Angle your radar to scan the targets

    2. Look on SA page

    3. Position TDC around contacts

     

    Problems:

    * TDC should be drawn on top of contacts, so we can read altitude and mach number - right now it is the opposite

    * same issue with SA page RWR info

    * Draw order among contacts order is reversed (prio 1 should prob be drawn topmost/last - right now it is the opposite)

     

    Track: attached.

    Screenshot: attached.

     

    Desired solution:

    * TDC should be drawn on top of/after contacts

    * TDC should be drawn on top of/after SA page's rwr symbols

    * draw order among contacts should favor highest prio

    drawOrder.thumb.png.f33d5dd25f556def1a992cd7dc7c5264.png

    drawOrder.trk

  10. You can decenter the scan, but it does not follow the TDC like in the F15/16. You depress the TDC to set the center of the scan.

    Holding the TDC for >0.5sec enters ‘spotlight’ mode centered on where you have your cursor at the time of depression.

     

    This is not yet implemented, right?

  11. Here is a quick question to the devs:

     

    Are you aware that the range cues (120B, 120C, possibly others as well) on the HUD are completely wrong at the moment, do do you want a bug report with tracks etc for it? Asking before repeating details for something already known.

     

    (Raero is not drawn at all)

    (Rmax is wildly off/drawn factor 2 too far away tail chase against non maneuvering target)

    (Rne is wildly off against head on target: appears at roughly 80-90% of Rmax)

    (Rmin is drawn at R=0/merge)

    (NIRD 12oclock does not represent R=0, in fact, 12oclock is never reached)

  12. What is the behavior in the real F18 in bvr modes when azimuth limits are set to less than 140?

     

    Can you slew your radar scan limits left/right manually like the russian jets?

    Do the radar scan limits follow the tdc like in the f15/f16?

     

    Or is the current behavior where it only scans around your own heading the only real option...

    I am hoping not,...

  13. Okay, so: I have now verified the issue to be significantly reduced after reinstalling the game.

     

    However what is interesting here is how the reinstalled folder differs from the old folder. Basically there is almost no difference. The following is a recursive diff comparing the two installations (produced with diff inside babun shell).

     

    Files /c/DCS/autoupdate.cfg and /c/Program Files/Eagle Dynamics.bak/DCS World/autoupdate.cfg differ
    Files /c/DCS/autoupdate.dat and /c/Program Files/Eagle Dynamics.bak/DCS World/autoupdate.dat differ
    Files /c/DCS/autoupdate_log.txt and /c/Program Files/Eagle Dynamics.bak/DCS World/autoupdate_log.txt differ
    Files /c/DCS/autoupdate_log_old.txt and /c/Program Files/Eagle Dynamics.bak/DCS World/autoupdate_log_old.txt differ
    Only in /c/DCS/: dcs_variant.txt
    Only in /c/Program Files/Eagle Dynamics.bak/DCS World/Mods/aircraft: A-10C
    Only in /c/Program Files/Eagle Dynamics.bak/DCS World/Mods/aircraft: Flaming Cliffs
    Only in /c/Program Files/Eagle Dynamics.bak/DCS World/Mods/terrains: PersianGulf
    Files /c/DCS/unins000.dat and /c/Program Files/Eagle Dynamics.bak/DCS World/unins000.dat differ
    Files /c/DCS/unins000.exe and /c/Program Files/Eagle Dynamics.bak/DCS World/unins000.exe differ
    

     

    No significant binaries differ, and neither do the configs (if you check the autoupdate.cfg for example the only diff is I had more aircraft modules installed in the old installation).

     

    However, after reinstalling: My old installation also runs faster (!)

    So I think it is safe to conclude it had nothing to do with the actual installed game contents.

     

    I am getting somewhat of a PEBKAC feeling here, due to the installation opening the following window :) (reason: the old installation was a copy-pasted folder from a previous computer's dcs-installation)

     

    attachment.php?attachmentid=205430&stc=1&d=1551524938

     

    I am surprised the game even ran before, if some libraries were missing. I am not a .net (or windows) dev myself so I dont know how windows handles version mismatching in dynamically loaded libraries, but it could have tried to execute certain functions from an older/newer or compatibility version of the library causing certain calls to run significantly slower

     

    BUT

     

    And this is the important part. The stuttering still exists, even though it is greatly reduced, I actually believe most people are having it, even though most are not sensitive enough to feel it.

     

    I do not think a single mfd page of very simple symbology (having built software for several of these instruments myself) is "worthy" of being a significant performance sink in the game/sim. Therefor I would still hope you will look into making the SA page rendering a lot faster (for dynamic objects)

    See the new performance results below:

     

    MP:

    attachment.php?attachmentid=205431&stc=1&d=1551525162

     

    SP:

    attachment.php?attachmentid=205432&stc=1&d=1551525162

    2074699400_.netinteresting.png.8da9c546076e4391a39d8035a103e3ec.png

    stutter-after-reinstall-mp.thumb.png.06f90cda9b582771a116e2fab22ba328.png

    stutter-after-reinstall-sp.thumb.png.836fc090dfe74be14d8443ff900554ab.png

  14. I have concluded that the code causing the stutters in my single player tests is called by

    function SA_FF_Symbol(parent, isOutlined)
    .
    .
    .
    end
    

     

    The SA_FF_Symbol function resides in Cockpit/Scripts/Multipurpose_Display_Group/Common/indicator/Pages/MPD/MPD_page_defs.lua

     

    If I comment out that function's contents all microstuttering in my single player test stops. This of course also stops any rendering of tracks on my SA page, so it is pretty far from a solution :).

     

    And it doesnt exclude the possibility that for example PPLI drawing might still cause stuttering (The single player test mission/instant action aim120 training only has you on blue side, so no other PPLIs available)

     

     

    What I really dont understand is why my machine (which is far more powerful than some of my squad mates) stutters badly in ONLY the SA page ... while everyone else seems to be able to play just fine..

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