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Everything posted by FoxTwo
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The cockpit baked dynamic reflections look good however some materials are reflecting that probably shouldn't be; specifically the door behind the flight engineer's station there's a piece of cloth(?) in the door texture that's reflecting the rest of the cockpit. It's probably easier to just remove that bit of texture rather than model a new layer just for that cloth tbh.
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Nvidia 465.89, HAGs, Game Mode, VR
FoxTwo replied to Hoirtel's topic in PC Hardware and Related Software
HAGS still causes significant frame rate inconsistency for me, wouldn't recommend it. -
There's zero feedback when I die in a multiplayer mission. Most of the time I have no idea if it's an A2A unit, a manpad, or a SAM site I didn't see. It'd be nice to at least know what's killing me so I can come up with a strategy to deal with it, or learn from the death. As it stands now I respawn just as clueless as I was when I died, which in a game loop sense isn't a great experience. I shouldn't have to run a 3rd party app (tacview) to be able to figure out what I did wrong. Trying to learn without anything other than binary alive/dead feedback is immensely frustrating.
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To be honest I didn't even really notice this and don't feel like it's been an issue, and I've been using the super taurus throttle for almost a year now. That said, if you wanted to change the angle of the handles you could probably easily do so by 3d printing some angled mounting spacers and swapping those out for the flat ones they come with.
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I've noticed that if I designate a ground target with the JHMCS, if I don't sensor select down after targeting then the instant I turn my head to look at the HUD the target moves out into the extremes of the map (like 300+ miles away). If I sensor select down, my designated target sticks and I can look at the HUD freely. Is this normal or is this a bug?
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That was a static exterior view and may have been an ideal scenario. Remember if a benchmark is showing 5-10% uplift that is across the entire run and there is likely scene to scene variance. As DCS doesn't have a built in benchmark, I just used static views and measured the difference. I was seeing anywhere from as low as 4% in some views. Again, your mileage may vary.
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Ok well, I've done some additional testing manually enabling the suspected rebar flags for the DCS profile. I am seeing a performance uplift. You may not. I am not telling you to do this. I am just reporting my findings. My system is an EVGA FTW3 3080 Ultra with a 10850k (stock) and DDR4 4000 C17. First shot taken from the cockpit of a Mirage 2000 at Ramat David at approximately 0530 in June. Second is F2 exterior view. DCS running at 4k (monitor) with most of the eyecandy on. Rebar disabled, cockpit view 45fps: Rebar enabled, cockpit view 50fps: Rebar disabled, exterior view 61 fps: Rebar enabled, exterior view 78 fps: At least in this VERY brief LIMITED testing, it does work, and it's an improvement. Your mileage may vary.
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MSAA on a deferred rendering engine is far too expensive, even at 2x. Particularly in VR, particularly at the high resolution demanded by something like the HP Reverb G2 or the Pimax 8K X. Please implement one or all of the FXAA, CMAA or SMAA post processing anti aliasing methods.
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Interesting. Which "flags" and where? I wasn't aware that Nvidia had released a driver with rebar support as yet. I updated BIOS recently that has rebar support but was still waiting for driver implementation. Nvidia released a driver update this morning. There are 3 flags in the drivers that are currently listed under Unknown, and the list of games it's associated with are all the games with Resizeable BAR support.
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For what it's worth, I force enabled the flags which I believe are responsible for rebar support and lost anywhere from 5-10% FPS so my guess is it's not going to do anything for DCS. Maybe things will change once it goes vulkan later this year, who knows.
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It doesn't do anything unless the driver profile is updated to support it. Which Nvidia is likely to either never get around to, or they'll test it and find out there's a performance loss and keep it off. You can force it for DCS with nvidia profile inspector. Wouldn't recommend it but it probably won't break anything. Worst case you lose a marginal amount of performance. Best case you gain a marginal amount of performance.
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Not in my experience. Niche hobby, niche game. They may or may not get around to it. Wouldn't expect much to come of it even if they did. That said if anyone wants to experiment, nvidia profile inspector is your friend. I think that there are 3 entries related to rebar support that you could force on for DCS if you wanted to play with it. No guarantees. Back your stuff up.
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It has nothing to do with ED. Each game is validated by Nvidia themselves manually.
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It will have no effect in DCS. While you need to enable it at the system level, nvidia drivers qualify each game individually for rebar and if the game loses performance with it enabled, it's not turned on in the driver. I doubt DCS has been qualified for rebar support so don't expect any changes. Any change you do notice will be placebo at best.
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I have created a mission where there's broadcast chatter on the guard channel 243MHz. I tested it in several modules so far and it works fine in the F-18, F-16 and UH-1H. It doesn't seem to work in the F-14. I turned on ground power, hopped into the RIO position and turned the ARC-182 V/UHF radio on. Set it to TR&G, manually set the channel to 264MHz. Can't hear anything. Setting the radio to G works, and manually switching to 243.00MHz works, but the guard monitor setting does not work.
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Have GR selected and enabled on the V/UHF, cannot hear radio transmission on 243MHz AM. I can manually tune to 24300 on the V/UHF and listen in that way but the actual guard monitor doesn't work and doesn't do anything.
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I have a mission with a continuous radio transmission on 243MHz. If I manually tune to it I can hear the transmission however enabling TR-G, or G in the selected comm channel has no effect and I cannot hear the transmission. This function is broken.
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Appreciated, it's a nice mod. Would prefer it if it was built into the mission editor though, as I'm trying to avoid using as much extensive LUA scripting as possible.
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Can there be an option (or default behavior) for unused multiplayer client slots to show up as static units until they're occupied?
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Not exactly but I assume it happened last night around 7PM EST when I was watching TV in the other room. I heard the headset sound and when I came back to my PC the windows MR window (which I usually close) was open. Verified I'm on the correct driver version.
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Check to make sure it didn't auto update already. Mine did without any manual intervention.
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For some reason, the engine idle cutoff switch binding is only available for the warthog. To add it to be usable by other throttles with the same button idle cutoff design (winwing, for example) you need to copy the code out of the warthog ONLY bindings and add it to the joystick agnostic bindings. It's been reported as a bug under controllers but not resolved. You'll need to add: {down = iCommandLeftEngineStop , up = iCommandLeftEngineStart, name = _('Left Engine Throttle Set OFF') , category = _('Systems')}, {down = iCommandRightEngineStop, up = iCommandRightEngineStart, name = _('Right Engine Throttle Set OFF'), category = _('Systems')}, into the \Program Files\Eagle Dynamics\DCS World\Mods\aircraft\A-10C_2\Input\A-10C_2\joystick\default.lua file, anywhere in the keyCommands section. If you wanted to be pedantic you could drop it after line 319, in the systems section and just before autopilot. If your throttle doesn't have an idle cutoff button then you could bind these to a pair of two position switches and that should move the throttles into the idle position.
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How can I make my Cougar MFD buttons easier to find in VR?
FoxTwo replied to durka-durka's topic in Thrustmaster
Some clear 6x2mm rubber feet on each of the center position buttons are good locators for me in VR. -
I have a mission with an audio clip that triggers on mission start. It's conceptually from a PA near the aircraft, so the sound should be coming from the default/world sound output however there's no option to direct it there and it instead plays through the headset. This makes sense for 90% of mission cases where you'd want to play audio however in my case it's strange that the PA announcement can be heard only in the headset. Since the headset/helmet audio differential is relatively new, this seems like somewhat of an oversight and I'd like the option where to send the sound playback. Thanks.
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resolved Canopy reflections disabled but show in canopy glare
FoxTwo replied to FoxTwo's topic in Bugs and Problems
Ok I think I know what the problem is. The options in a mission from generated by someone else's DCS override the options from your DCS settings. I downloaded a mission created by someone else and ran it and that setting was forced on. When I generate my own mission, it's off.