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Nedum

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Everything posted by Nedum

  1. You mean something like this: https://pimax.com/wp-content/uploads/2023/10/Crystal-User-Manual.pdf
  2. If you post some pictures from your settings (e.g., Pimax, PimaxXR Control Center, OpenXR Toolkit and DCS), it would help a lot. As always: 1. disable all mods 2. do a slow repair 3. delete the FXO and metashader2 folders in \games\DCS(.openbeta) or whatever your folder therefor is. Deinstall all old drivers if you ever have used any other VR-Headset from another brand. I had those kinds of flickers with an older DCS update, but that was more than 6 months in the past. A slow repair fixed it for me. With the current build there should be no flashes at all.
  3. Ghosting is primarily a problem with the number of images the graphics processor can deliver to the screens in the required time. The faster the objects in the image pass by the users eyes, the more images the graphics processor must deliver to the users eyes in a unit of time (frame time) so that the viewer can still see them clearly. If too few images are delivered, ghost images occur. The object in the image still "glows" even though it should no longer be there. The new image, where the object would have disappeared already, could not be replaced in time, which is why an intermediate image of the "old" image is used, and that will "deliver" the "Ghost". DLAA, DLSS, FSR and TAA use a technique that inherently causes ghosting. This is in the nature by itself. The higher and more stable the frame rate, the less ghosting occurs with these techniques, as mentioned in other postings, but with those technics there will be always a kind of ghosting. More FPS in the given time = less to no ghosting Use of upscalers = ghosting (the less FPS, the more the ghosting becomes visible) Too few FPS + upscaler = even more ghosting. MR and ASW ill add ghosting to fast moving objects too. An upscaler, if it is not able to deliver the number of frames that would prevent ghosting, will increase the ghosting effect, and MR and ASW can increase this effect on top. To avoid ghosting as much as possible, the first step is to ensure that the number of images required for smooth perception is guaranteed (Game System Settings), without the need of any kind of software-helper (DLSS, FSR, MultiReprojection or Asynchronus SpaceWarp). And it should also be clear to everyone that even if there are enough images for a smooth image, an upscaler will always add a kind of ghosting effect to fast moving objects. How visible this is varies from viewer to viewer, but it will be there. To avoid Ghosting, you should ensure your system can deliver enough pictures for a time frame of 90 Hz (try to get always min. 90 FPS). If you are unable, you will see some kind of Ghosting. The first stage of ghosting is noticeable as blurring and increases until the reason for the blurring can be clearly perceived as intermediate images (ghosts). This also explains why we often only notice ghosting in fast-moving objects, even though it is already subliminally present in the entire image.
  4. Hm? I can't follow you. I couldn't check if the wrong target was selected without the WPN becomes SOI before the change? I think I could do so without making the Weapon Page SOI. I did all the workload (Point-Track) within the TGP page, and after I was sure it was the right target, I was switching manually to the WPN page and did the fine-tuning, if needed, and after that I rifled. Now I am forced for every point track change to switch back from the weapon Page, and I really want to know for what the extra workload is good for!? If there is a "hidden" feature that will do godlike things, please tell me. But right now I can't see any benefit coming from that new behavior.
  5. Thank you for the response. Yes, you should always double-check right before you fire your weapons. But since when is micromanagement in any way a workload reduction? But it is what it is.
  6. Hm? I've tried ripple shots. Now they are a pain in the "long end back". It's exact how I thought it would be. You have to switch back to the TGP every time you want to designate a new target. For a ripple shot: make TGP SOI, designate target, automatic switch to WPN page (WPN page = SOI), you have to manually switch back to TGP and designate again the other target. The UASF add unnecessary workload for what reason for? Is there a better way to do fast ripple shots? And for what reason is this automatic switch for? If the wrong target was designated, you have to switch back to the TGP. I don't get it. "Hey Pilot, your workload wasn't enough, here is a gift for you, some unnecessary workload.. muhahahaha. Can someone explain for what this behavior should be good for?
  7. Hi, firstly, congratulations on this very powerful system. It shouldn't let you down even in VR and should always run super smoothly. So yes, there is something wrong with it or DCS. I see a lot of error messages which, if I'm not mistaken, come from various mods. I would suggest the following: Disable all Mods Disable Tacview. Perform a slow repair. Delete the fxo and methashader2 folder. To check Windows for old or corrupt files, please open the console (cmd) as administrator and type the following: sfc /scannow. If Windows detects errors, restart the system after completing the repair and repeat this process until no more errors are detected. Also, try to let Windows manage the Windows system cache again. After you have done this, please post a DCS.log here again.
  8. The fact that the stuttering starts from a certain viewing angle has to do with the fact that more objects in the near distance have to be transported across the screen more quickly. They appear and disappear more quickly than if a "few" were "slowly" approaching you from the front. Many tools can no longer compensate for this, for example by reducing the level of details (LoD). Also, more data has to be processed quicker by the GPU and CPU, which causes objects to enter and leave the field of view much faster. This is a good example of the fact that our brain can indeed perceive more than 45 FPS (or rather Hz). Your system will probably not be able to cope with all of this with your current settings in DCS, so you have to lower them.
  9. Hi, disable DLAA (Anti-Alaising off, no other AA method enabled) and look if those streaks are still there.
  10. Does a ripple shot still work like before, or do I have to DMS down after each target lock?
  11. Da werden wohl einige am Fluchen sein, sobald die Dicke Berta am Limit geflogen werden muss oder soll. Technisch mit Sicherheit ein Highlight für DCS.
  12. Sorry, aber deine Grafikkarte ist überhaupt nicht fürs Spielen gedacht. Das ist eine Profikarte für mathematisch anspruchsvolle Szenarien (KI). Die GPU ist für !!!! maximal 70 Watt !!!!! ausgelegt. Diese Leistung entspricht nicht mal einem 1/5 einer aktuellen GPU. Ich halte das Vorhaben damit DCS in der VR zu erleben für mehr als optimistisch. Edit: Sehe gerade @Ganesh hat dazu schon alles nötig geschrieben.
  13. Tests with Air force pilots have shown, that they could identify the plane on a flashed picture that was flashed only for 1/220th of a second. Please explain. And if we want to discuss this, use the term of Hz please. Humans can't really see "Frames". https://www.reachcambridge.com/wp-content/uploads/How-many-frames-per-second-can-the-human-eye-see-.pdf
  14. In what physics-free world should this take place? I myself have a G2, a Quest 3 and the Crystal here. Would you please post your settings so that my Quest 3 gets a better picture quality than my G2 in the sweet spot? What setting eliminates the Screen Door Effect of my Quest 3? My G2 is currently clearly superior to the Quest 3 in the sweet spot (no SDE). But it must be amazing settings if it is even to come close to the image quality of my Crystal. I would love to understand the physics behind how a device with significantly poorer values can almost outperform another device with significantly better values. My tests have all shown the exact opposite of what you describe here. I can't believe that you have ever experienced how good the picture quality of the Crystal is, otherwise you wouldn't have made this claim. I own the Crystal Pimax and the Quest 3 and I have to say: "You are wrong!" Do yourself a favor and leave it alone.
  15. Well, it sounds more like my Crystal is either a completely different device or your Crystal is defective. The only thing I can share from your experience is that it's not so comfortable to wear without some modifications. If someone owns a G2 and a Quest 3 (which I do) and then writes that the sweet spot of the Crystal is very small, and only there the image quality is superior to the other HS, then this Crystal must be defective. The Quest 3 can't keep up with either the G2 or the Crystal in terms of BQ. The only area where the Quest 3 beats the G2 is the huge sweet spot (augmented reality aside). The Crystal is vastly superior to the other headsets in all aspects of image quality. Especially when it comes to colors, the G2 can't even be considered a comparison, and the Quest 3 also has its problems there. Your Crystal must be defective. Never ever will this come true.
  16. I had to install it 2 times to get it "working". It works for me if I do all the changes before a VR session. I don't need ReShade at all anymore since the OpenXR Toolkit. Me can change all the for me necessary points with this nice tool (brightness, gamma, vibrancy, colors, shadow darkness and many more) directly during a VR session.
  17. Do I understand that correctly? The FCR will never display anything other than a neutral target in terms of color? For my own understanding: The HSD shows me a target (hostile (red) or friendly (green)) with the help of the AWACS. But the FCR will only ever show me a neutral target, regardless of this and also completely independently of two-factor authentication (IFF+AWACS)? Can someone explain to me logically why the FCR has been given a color mode at all if it is completely useless for identifying targets?
  18. Yes, it is, that's for sure. Feel pleased to hear my truths. Oh, so no one is of this opinion? What about the following quote (see below)? Guessing should in theory more precise than knowing? In what Universe? DLSS subtracts pixels from an image to reduce its size. Image information is lost in the process. This information then has to be guessed when restoring the original resolution, and this has to be done every time the image is resized. The faster the image shifts its content (pixels), the more complicated the guessing process becomes, even more with overlapping fast moving content. Pixel errors and ghosting are the ugly "children" of this "marriage", and they will always be there, not always so ugly, but they are the product of omitting important "genetic material". And as long as we can't look into the future to know what tomorrow will have been, nothing will change. This is physics, not make a wish.
  19. Da das Problem sowohl in DCS als auch in MSFS auftritt, sollte das Problem unabhängig von den Spielen sein. Alle automatischen Knopf-Zuweisungen für den Stick herausnehmen. Nur die Achsen dürfen belegt sein und noch einmal testen. Oft treten solche Probleme auf, wenn mehrere Achsen sich eine Schnittstelle teilen. Versuche alle Eingabegeräte so weit wie möglich vom PC zu entfernen, und teste den Stick solo. Sollte er funktionieren, dann die anderen Geräte nach und nach wieder ankoppeln und immer wieder testen. Nutze keine Verlängerungen oder USB Hubs. Wenn der Stick nicht defekt ist, dann muss er funktionieren, egal was MS da für Standardtreiber installiert. Habe an einem anderen PC den identischen Stick in Benutzung und der funktioniert so wie er soll.
  20. Quote myself, because there is still no solution for the displayed issue. Is there a solution and if, what solution is it, I can't see in the "solution" thread? I can't figure it out, if in this solution-thread is a solution for this special >TGP< issue. Would be nice if one could point me to it.
  21. Thank you for your response. That are my VR Settings and the Visibility Range is set to Extreme. And I think in the past the Forrest Visibility Slider was the one for the LOD distance for the trees alone. Now the Visibility Range alone dictates how far we can see the trees if we set the Tree Visibility to max. And as you can see the trees become invisible very soon. I can't really see a LOD-System working. But please let us not derail this Thread and pm me, if you have another idea.
  22. @Barthek Thank you for your work. I see the screenshots and have to ask: how do you get all the trees in the far distance? I have maxed out all of my sliders inside DCS and my trees are going away at nearly 5 miles. Furthermore, I did many slow repairs and rebuild all the shaders several times, after that I thought it is like it is. Now I see your screenshots and DCS looks so much better in the far distance (more detailed). What's your trick?
  23. Hi, what version of DCS you are using? Steam or Standalone? How do you start DCS? What tools you are using? Did you read this Thread? In most cases (if you don't use Steam-DCS and the Standalone version activates Steam VR) SteamVR was activated as the main OpenXR runtime environment. I don't know for sure, but if you have ever activated SteamVR as an active OpenXR runtime environment, and you deinstall Steam after that without undoing the change, the "trigger" will stay. I hope this will give you a hint.
  24. Thank you for your rude explanation. Sir, yes Sir.
  25. Hello, my question is: How do I measure the right height, if I am flying the preset flight plan? What system/display should I use? I am using the HUD Symbologies to fly the flight route. But If I do so (overlapping the Diamond in the HUD (STP), the Horizon Line and the Flight Path Marker), all displays (HUD (Baro) and DED) showing a different elevation height. But If I do so, I should fly at the right height and the right flight direction, right? The issue is, the HUD display shows a different Baro-Height in comparison with the DED height for my flight plan. We are talking about 1000+ feet of a difference. The pictures blow are from the Instant Action Mission "Cold and Dark". You can see the Baro Data is aligned. DED show a planned elevation of 8000 feet. All HUD Nav Symbols are overlapping for the right direction and the right height, but I am 1,250 feet too low. The higher I have to fly, the bigger the difference will become. Is that a bug, or is there a way to do it the "right way" to negate such a big divergence?
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