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About Nedum
- Birthday March 6
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Flight Simulators
DCS, MSFS, IL2
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June 2025 - DCS VR Optimization Stutter/Jitter Generic Checklist
Nedum replied to Dangerzone's topic in Virtual Reality
At first, thank you @Dangerzone for this thread! Many good points one can start with to discuss. To cut a long story short, there are seven points that have personally helped me reduce stuttering: 1. Enable hardware acceleration in W11 and in the BIOS REBAR. 2. Disable all unnecessary programs running in the background. 3. Have at least 64 GB of system RAM installed. 4. Install DCS and the disk cache on the fastest SSD drive. 5. Set the latency to Ultra and vertical synchronization to off in nVidia CPL. 6. Use a CPU with the lowest possible latency (definitely not INTEL). 7. The most important point is to adjust DCS to the minimum FPS the graphics card can deliver so it always achieved and ensures smooth gameplay. Regarding the RAM optimization shown in the video presented in the thread: I believe that it may be helpful for people who have less than 64 GB of RAM and only slow hard drives. What you see in the video is not a bug in DCS World or Win11, it's the opposite. You can see how Win11 makes optimal use of RAM, because RAM is always faster than a hard drive. Why wouldn't you want to use your RAM as much and high as you can? My own tests show that Win11 does everything right, and when files are no longer needed and others need to move up, the area that is no longer needed is immediately cleared. As I write this, I am on the Germany map. I pushed up to 55 GB RAM (the highest reading I could get) by pressing F11 and after that I stayed at one place. And now only 32 GB are occupied. This is how it should be. You don't have to use any extra tools, if your settings are optimized for your Hardware ( VR differs here a bit ;))! Many “problems” are simply based on believing what is specified as the minimum requirements for DCS World is enough to play the game with all the great graphics. This makes DCS World playable, but far from optimal. For me, the biggest FPS hogs are, in order of importance, the following, if FPS fluctuates: 1. Terrain shadows = Flat (biggest impact) 2. Clutter = 0 (big impact) 2. Trees = 0.5 (big impact) 3. Water = Low (medium impact) This is what I was able to test for myself. First optimize the hardware, then optimize DCS World for the hardware! There are no magic settings that can turn poor/unoptimized hardware and software into a miracle cure! -
I think you're very much mistaken And it wasn't just transferred once, but at least twice. The first time onto the jet's magnetic tape and at least a second time when uploading. Even with the first transfer to the F-16's on-board data tape, subtleties are lost. This effect is squared during the second upload. And this is also clearly visible if you look at the only high-resolution image of an original recording (last row, right image). The sharpness of the overlay almost comes close to that of the sniper pod from DCS, but the details to be recognized are many times higher than in DCS. Just look at how razor-sharp the shadows are. What the video shows us has nothing to do with what the !!analog!! camera system of the original can really do. You can extrapolate all this by comparing the sharp original image with the overlay of the video. If I calculate the ratio in my head, the original should be at least 3 times sharper than what we can see in DCS. Knowing the size and resolution of the MFD of the F16 and you know the PPD of the MFDs. PPD is the magic term. I'm willing to bet that what we can currently see in DCS is nowhere near the PPD of the MFD of the F16. And the analog cameras of the original Sniper have a much higher resolution as the F16 MFDs. https://qasimk.io/screen-ppd/ As I said before, it looks like one have missed some parts badly in his calculations. I hardly doubt, by math, the DCS Sniper Pod show us what the original can do, if I am looking at the original razor sharp image picture.
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I think you are showing exactly the opposite with your comparison pictures. 1. the video of the original you are referring to is very heavily compressed. You can see this very clearly if you look at the overlay. It definitely doesn't show the sharpness of a 720p video, and I'd wager not even 320p 2. In the last row, you've put the original on the right-hand side. Here the overlay is almost as sharp as in DCS and you can clearly see how bad the picture of DCS Sniper Pod is in comparison. The aliasing alone should scare anyone. 3. if you look closely at both PIP images, you will notice that everything in the PIP of the original is the same size as everything around it. The image of the DCS Sniper Pod changes the size massively. The buildings there are smaller, but the fine structures are almost twice as thick. It looks to me as if the heavy compression from the original video was not taken into account when developing the DCS Sniper Pod. And something else doesn't seem to have been considered. The cameras in the original Sniper Pod are !!! not!!! digital. They are analog. With the same "resolution", an analog camera will always be able to display a much more detailed image. I hope the sharpness of the image and the details are adapted to this fact. If not, one have really missed the mark.
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Eyetracking more than doubles FPS (max settings in the Crystal Super, 4090)
Nedum replied to jaapgrolleman's topic in Pimax
Several Points to make here! This would never work with the Marianas map! You want to test your GPU and your settings? Go to the Marianas. Fly low and fast and look to the side, down to the trees! If you get more than 30 % extra FPS with Eye Tracking and QV on, you are a lucky pilot. I easily can get high FPS with Eye Tracking on, if I am always looking forward. That what really sucks down the FPS is the side view down to fast moving objects on the ground, like trees. I really would like to see, he is going to the Marianas and circle over the trees and buildings, and looking over them to the horizon. I would bet, with all graphics settings maxed out, he wouldn't even get 50 FPS with Eye Tracking and QV on. -
TWS with datalink ON - TMS RIGHT does not work
Nedum replied to Keith Briscoe's topic in Bugs and Problems
I really can't understand what's so hard to understand the issue. So, you try to explain, that DL on disables Radar functions, like make more than one tracked target with TMS right short to systems targets? It has nothing to do with the Radar building tracked targets, we already see big fulfilled squares, not the small ones. With the DL Mode on, you are unable to: 1. make more than one tracked target with TMS short right to a system target 2. see how many tracked targets are made into system targets 3. white and yellow hollowed squares system targets anymore, like in the actual official guide (page 342 and the following). If you do the exact same mission, and you disable DL, suddenly all the magic happen. Now you are able to make all the tracked targets with one single TMS short right into system targets, and on top of that you can see they all have become system targets because they are all hollowed. And all that under the 100 % exact times and ranges/conditions. So, PLEASE, I really would like to know, how I can get all the fancy symbology like in the official Access Guide and how I can make more than 1 tracked target with DL enabled with a short TMS right to system targets! Right now, I do something wrong, because I can't get even one hollowed yellow symbology with DL on, and I can't make more than 1 tracked target to a system target with TMS short right and bug it as long DL is enabled. If I am doing something wrong, what is it? I am asking this more than a year and all I get is an explanation about things I know, and they all have nothing to do with the issue. -
What I can say 100% is that what the DCS pilot can map right now when looking to the side is just looking down. The important thing here is !down and not back!. You should watch the video below.The RL pilot you see there moves his body and head to the left to look over his right shoulder, and at the same time he moves his left shoulder forward and his chin up.The DCS pilot cannot move his hips, shoulders, upper body or chin as an RL pilot could.The DCS pilot's upper body is glued to the seat, and he can only move his shoulders to the left or right. What he can “simulate” is looking to the side down, not back! As the DCS pilot's body cannot simulate the body movements of a real pilot, the more the player looks backwards, the more the head position and body position no longer match. The VR player moves his body, and therefore also his head, much more naturally than the DCS pilot can currently simulate. Or quite simply: the DCS pilot's helmet is only in the way because it cannot simulate the natural movement patterns, the pilot always “sticks” to the seat with his back and that is 100% wrong. We're playing a combat simulator, and pilots move just like in the video I linked. And this is not represented in any way in DCS, which is why the helmet is very often in the players way. The only RL position if he looks to the sides that would fit this kind of body movement of the DCS pilot is if he were looking sideways and !down! In the video, it's a fighter pilot strapped to his seat, and yet he's clearly moving more and differently than the DCS pilot. A helicopter pilot has much more room to move his body more extreme. Everyone can test this, even if you are strapped to a seat. Sit in your car and try to look over your shoulder behind you with only moving one shoulder down and the other one up, both shoulders must always touch the seat, like the Pilot does in DCS. And what you get is, that you only can look to the side and down, not behind you. If you try to look over your right shoulder behind you, you have to move your upper body to the left and your left shoulder moves forward. And the more you try to look behind you and up, the more this movement will extract. So, please ED free the upper body of our Pilot, or give us the possibility to disable only the pilot head.
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I'd never used a Quest Pro for long. Could test it 3 Times. Not long enough to compare it with others. With DFR enabled I can hold 72 FPS. The trick was, I'd run my Crystal OG with the Companion App from Tally Mouse. My Resolution was 240 %. So running the Crystal Super @165 % resolution with my current settings isn't a big difference. At first I was a little bit disappointed looking around inside the Cockpit. I couldn't see any difference. That changed completely as soon I was looking outside of the Cockpit. I can read all the traffic signs of the Airport from the triple distance, and they are razor sharp. You don't have to guess anymore from the distance, you can read it like in RL (300 feet). The sharpness in the distance, this is the real thing where the Crystal Super shines. This sharpness in the distance is awesome. But, I have to say there are limits with a 4090. To get all of the Super, you have to go with a 5090. 30-40 % more performance in VR is a huge number of Frames you can invest in your settings. At the end it's all about money... again.
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There is one thing in this guide that's not necessary and will trigger a bug with XRNeckSafer. In the VR-Options there is no need to enable Eye Tracking. Does nothing for me. The Pimax Eye Tracking will work without it. What it does if enabled is, it will disable the Eye Tracking at the point XRNeckSafer starts to work. So, if you want to use XRNeckSafer you better never enable the DCS Eye Tracking! Till today I am not knowing for what this option is good for. Is there any VR-Headset that needs this special option?
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There are some "issues" with the Pimax Light. 1. You have no Eye Tracking 2. The Image Smoothing from Pimax doesn't work very well. Because of those 2 points you have to lower your settings a lot. If not done already you can use the option Lock to Half Frames in the Pimax Software. Use 90 Hz, lock to Half Frames, lock your max Frames within the NVidia-Driver Software to 45 and you should get a smoother experience. Even people with a 4090 have to lower their settings with a Crystal Light, coming from a Crystal OG. Eye Tracking is the most important part for any kind of VR Headset. Without Eye Tracking, you have to lower your settings. The guy below has made a good video of how to setup you Crystal Light. But he is using a 4090. If you look at your settings and the ones he is using, you will notice your settings are too high. A 4090 is 75 % faster as the 3090Ti you are using. Please read this Thread if not already done. It's about micro stutters but gives a good help for your problem too.
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Hi, last Saturday. Preordered November last Year.
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To fix that issue, you have to make the room setting directly at your flight seat position. The important part is, that the Headset is in the middle of your seat. If done, start DCS only if you have placed the Headset at your seat. At that point, it doesn't matter if you are too low or too high, or if you're a looking left or right. The only thing that's important, that the Headset is in line with the middle of your seat. I have set up the room setting in a way, that my flight chair is the middle for all room setting. Works perfect with XRNeckSafer. Edit: And you have to disable the DCS Eye Tracking, if you want to use Eye Tracking with the XRNeckSafer. I don't know for what the DCS Eye Tracking slider is good for, but for sure not for Eye Tracking with a Pimax Headset.
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Hi, my VR-Headsets in order: G2 -> Crystal OG + Quest III -> Crystal Super 50 PPD Visual differences Crystal OG too Crystal Super: 1. the Crystal Super is much brighter = flying during the F16 Night Free Flight (full Moon), you now can see the trees and the shadows (couldn't see them before) and the Blacks are still black. Looks much more natural. In my Crystal OG I have always some kind of gray in the visuals during Night Flight. Like some smear. That's completely gone with the Super. 2. wider FoV = with my Crystal OG I couldn't see the Wings, if I was looking left or right without moving my whole body. Now I can see the Wings (not fully) and the 3 outer stations with only moving my head. And I see a bit more in the vertical. So much, that I notice it without to measure it. 3. the clarity in the distance is much better. 4. the eye tracking works better, is more precise. I always have some trouble with my Crystal OG. I need several tries for the calibration with the Crystal OG, and after the calibration I have always problems on the left side with the precision during the test with the dots you have to look at. With the Crystal Super, I calibrate, and the precision is rock solid. 5. The Crystal Super has the better/bigger Sweet Spot. All other VR-Headsets are not playing in the same league as the Crystals (OG and Super). The Quest III is too dark and not sharp enough, overall clarity is better than with the G2. You can look around only with moving your eyeballs. The G2 has the smallest Sweet Spot but is sharper than the Quest III in that Sweet Spot, but you have to focus on the Sweet Spot and to move always your head to look around. Both Crystal beat those VR-Headset with ease. The Quest III will beat the Crystal OG if we would talk about a bigger Sweet Spot and edge to edge clarity at the end of the lenses (the last 10 %), but it's never enough to go for a Quest III. With the Crystal Super, the Quest III has nothing it can fight with, if we let Hand Tracking and AR outside. At the end the Crystal Super is right now out of the box more comfortable as the Quest III, has 1000 times better visuals and is the best VR-Headset for DCS.
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Hi, every system from Pimax will be better, as long as it has local dimming and Eye Tracking. You can lower the resolution of the HS if needed, and you will always get a much better image the Q3 can handle too you. And with the 72 FPS mode and Eye Tracking, it will always run as smooth as the Quest 3. The question is more like: "How much are you willing to pay for it?" I'm waiting for my Crystal Super 50 PPD. Nearly 130° horizontal FoV. Can't wait for it. Better local dimming than my current Crystal, much brighter, better colors, smaller, less weight, without any battery, I am so excited.
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Maverick boresight not good enough for auto handoff?
Nedum replied to PawlaczGMD's topic in DCS: F-16C Viper
But it isn't! Can one explain, how ED is simulating >>not<< to align with the first viewed right target after the hand off? The interesting part is, at first the Mav tries to align and picks the right target after the auto hand off, but the Mav cross never closes. And as soon I try to get a lock with TMS up (Mav cross should be closed) the Mav tries to lock another target! Auto hand off -> Mav picks the right target, but one didn't get a good lock (no closed cross) TMS up short -> Mav switches to another target, even so hast the right target in the center of the open cross, and one gets instant a closed cross. TMS down and TMS Up again -> Mav switches back to the right target, but the Mav cross stays open. Repeating procedure till 4-3 miles., and then the "Magic" happens: right target, closed cross. I am really interested in to know how is that the right way to "simulate" how a Mav would behave with an auto hand off? And what I can't understand, why is the Mav switching to another target with TMS up even so, it is looking at the right target after an auto hand off, but only hasn't locked it. And if it auto-switches to the wrong target with TMS up, why do I get instant a closed Mav cross now? So, no, I don't believe, even If I am drunk, that the current behavior of the Mavs is any near a RL behavior! Not a tiny little bit! -
Help getting highest INS accuracy for pre-planned popups
Nedum replied to Nealius's topic in DCS: F-16C Viper
Is there only a guessing of how often, and when, the pilot has to start to "fix" the GPS/INS drift? Is there no documentation about this procedure? Like: After a flight time of yy minutes, you will get a shift of xx to xx feet. To minimize the drift, you have to start the "fix" every yy minutes of the current flight time. Till now, I have the feeling, even ED doesn't know the answer! Would be nice to have something more than guessing! For me, it's hard to believe that CCIP bombing (if it would work ;)) is the most accurate and less dangerous way to drop bombs with the F16.