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FoxTwo

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Everything posted by FoxTwo

  1. The default head position is too far left and high. You'll need to adjust it down and right. I try and set it so that I can see through the sight with my right eye.
  2. Yeah. Wonder why there's no acknowledgement of this issue. It's very strange, it hangs on Spawning Objects and it doesn't even seem like it's really doing anything. No IO thrashing and CPU isn't going nuts.
  3. Yes, there are issues with the lights on the instruments in the english cockpit.
  4. No just when you update the game version. I mean if you don't run the game without the mods then you wouldn't need to clear them manually since when you first run after an update it recompiles them all anyway.
  5. Pretty sure that the game does this automatically now when it updates.
  6. They're at least aware of it. Not sure what that means beyond "it's on the list" which seems to get longer with every patch.
  7. Thanks for the quick update! One thing; engine beat/vibrations are only happening for the right engine, left engine does not have any effect.
  8. Yes, it's not new. It's an artifact of the scaling/LODs they're using for distance clouds and it's significantly more obvious in VR.
  9. And in VR it makes them look like they're flashing when they're not. Maybe because the same effect isn't being rendered in each eye. It wasn't doing this prior to today's patch.
  10. Yup. Probably almost everyone. Suspect it's an asset loading issue with DCS. It's very noticeable if you play multiplayer and change airframes.
  11. Yeah at first I was going for "as real as possible" but then I realized the entire concept is a bit bonkers. Do what feels best for you, realism is out the window there are too many variables that just don't line up. Here's what I have mine at at the moment but really, it just comes down to what feels best for you with the equipment you have.
  12. Depends on your tolerance for frame rate I expect. I don't have any problems down to even 30 fps, even without reprojection. But that's me.
  13. It's 75Hz (currently, there's a 90Hz beta but it's not without issues) so reprojection kicks in at ~38fps
  14. I'm running a 3080ti with my 8kx and with 4x MSAA and reasonable video settings I get anywhere from 35-60 fps at 100% steam vr scale (like 5100x3400) BUT with the Fidelity FX super resolution modified dll (so it's really rendering at 77% and upscaling with some sharpening). The experience is decent unless you're demanding 90 fps which you are just not going to achieve with this engine and this generation hardware at these resolutions.
  15. I can look mine up at home but I think I set it to about 6.5 lbs pitch and 4.5lbs roll with some NASA on both. Basically it's whatever your comfortable with but I think you don't want to go under 2lbs. https://realsimulator.com/videos-r3/ There's a video about roll and pitch sensibility and how to configure it.
  16. Really minor issue but it has to do with where sound is directed in the cockpit. The turn on click for the radar altimeter goes to the headphones/headset audio. I suspect when the radar altimeter warning tone audio was redirected there, the cockpit sound for the switch got flagged with it to.
  17. I think the developers made a costly decision (deferred rendering) that seemed like a great idea at the time that's really, really killing them in the long run. Let's hope that with the shift to vulkan they make better decisions about how to implement the game engine going forward. I don't blame them for making the choice that they did at the time but ultimately I don't think it was the right one.
  18. Unfortunately not. Not just because of vendor specific technology, but because it requires DX11 (ok, currently, but moving to vulkan) and forward rendering (nope).
  19. ?? It's two springs. Really it's just two screws. I do that to mine all the time.
  20. There's a reason deferred rendering is not preferred for most VR games.
  21. It works by tracking the difference in rounds you have left. No round counter decrease, no effect to track.
  22. Try setting it to 100ms or 250ms. Pretty sure this is the reporting limiter for simshaker, not a graphical frame rate limiter for the game. Could be wrong though.
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