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Baldrick33

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Everything posted by Baldrick33

  1. I have a 8600K running all cores (6) at 4.8GHz, using VR with a Reverb G1 I have just upgraded from a 2080ti to a 4080 with a big jump in performance. For most of what I do I am still seeing higher GPU frame times than CPU unless I drop the resolution down. I don’t believe the DCS fps tool when it says CPU bound. switching between multi thread and single version I get a 20-30 fps increase with motion reprojection off with the 4080, only a marginal improvement with the 2080ti as it was so GPU bound. I am not sure if I will gain much upgrading the CPU for most of the (relatively simple) single player missions I play. It might be very different for multiplayer.
  2. I think it depends what people use DCS for. For more complex single player missions and multiplayer achieving 90fps even with the most powerful hardware is still difficult maybe impossible without comprising visuals too much (too much is of course personal). Having just upgraded to a 4080 from a 2080ti, with the benefits even a fairly old 8600k @4.9GHz gets with MT, I can comfortably achieve 90fps for the relatively lightweight stuff I play. Prior to that I needed motion reprojection. It does help I have a G1 rather than a G2 as it is optimised at a significantly lower resolution.
  3. It is working for me with the MT version and native openxr. I do need to run it after starting DCS though, not that it is a great hardship, otherwise the menu is upside down and behind me.
  4. You just need to be running OpenXR, be it opencomposite, SteamVR, WMR, Oculus etc runtimes
  5. Someone will explain it better but there is a belief the 7800X3D maybe the best option for VR given how the cores access the additional cache or something like that. Failing that it may well provide similar performance for VR gaming as its big brothers for a lower cost.
  6. I don’t think it does work, if you check the DCS.log it will say OpenVR not supported, falling back to OpenXR
  7. Your shortcut to run OpenXR is missing the second dash for each parameter It should be "Z:\DCS World OpenBeta\bin-mt\DCS.exe" --force_enable_VR --force_OpenXR Yours is "Z:\DCS World OpenBeta\bin-mt\DCS.exe" -force_enable_VR -force_OpenXR
  8. Your shortcut to run OpenXR is missing the second dash for each parameter It should look like "Z:\DCS World OpenBeta\bin-mt\DCS.exe" --force_enable_VR --force_OpenXR
  9. @Bmyers can you post the dcs.log from your force_OpenXR shortcut launch?
  10. Looking at the post above you are running OpenXR using the SteamVR runtime - the same as me. That is why the OpenXR toolkit is available and The WMR Portal says you are not running the WMR runtime for OpenXR. Like me it works smoother with motion reprojection using the SteamVR runtime. If you check your DCS log file I am sure it will say OpenXR is running.
  11. OpenVR currently doesn’t work with the MT version, it hangs on the menu which has been widely reported. Personally I find with MT the OpenXR SteamVR runtime works better then the OpenXR WMR runtime, I get stutters with the former.
  12. In my tests with WMR set to OpenXR default runtime: "DCS World OpenBeta\bin\DCS.exe" --force_enable_VR Runs using OpenVR "DCS World OpenBeta\bin-mt\DCS.exe" --force_enable_VR Runs using OpenXR The default is different for the MT version Note that if you have the VR headset option ticked in DCS settings then running without --force_enable_VR will get the same results.
  13. You may have said this already but have you tried SteamVR as the OpenXR runtime?
  14. Using the default OpenXR WMR runtime with my Reverb G1 I get the core 1 maxed out and stutters with motion reprojection on. Switching to rather OpenXR SteamVR runtime my overall CPU utilisation goes up and core 1 isn’t maxed but the others are at or near 100% and the stutters are gone.
  15. It is! Under Options, Gameplay, Difficulties
  16. Yes, version 1.2.4 of the OpenXR Toolkit fixed it. It needs to be running for motion reprojection to work
  17. I found the default WMR OpenXR choppy with my Reverb G1 using motion reprojection. Switching to the SteamVR OpenXR runtime fixed it and I get better frame rates with MT.
  18. Great that it is working! Must go, I have some war poetry to write. Boom, boom, boom, boom...
  19. I had a Logitech G25 15 or so years ago which I used for about eight years, the driver name sounded familiar and it was updated to work with 64 bit OS and supported all the old devices in one exe, so I was hopeful! Edit: This was the file I last used, no idea if it will support your wheel but maybe worth a try https://www.driversdownloader.com/download/logitech/lgs504_x64.exe.html
  20. Have you enabled the axis in the vjoy configuration for the vjoy device you are assigning it to?
  21. This is a version that might work with more modern OS https://drivers.softpedia.com/get/JOYSTICK-GAMEPAD-WHEELS-and-TABLETS/LOGITECH/Logitech-WingMan-Gamepad.shtml
  22. You could try this and see if you can split the pedals axis https://drivers.softpedia.com/get/JOYSTICK-GAMEPAD-WHEELS-and-TABLETS/LOGITECH/Logitech-NASCAR-Racing-Wheel-460.shtml
  23. It does make sense. I think that may have been a Playstation 2 controller? The only thing I can think to do is set a modifier to switch between the right pedal being the right brake and it being the (only) wheel brake so it applies equally to both brakes. Then you could use either left or right separately for manoeuvring and press the modifier and use the right brake to apply both brakes.
  24. Do you have any software for it that could choose the mode - combined or split? I don't see how a single axis split into two would work. They could work independently but not together. I have used UCR to do the opposite - convert race pedals to a single axis for use as a rudder. Your pedals should work fine as a rudder though!
  25. Not sure if this works for the Index but with my WMR Reverb I got a lot of stuttering with motion reprojection running using the native WMR OpenXR. I switched it to use the SteamVR runtime (under Developer option in SteamVR settings) and it is nice and smooth now with MT.
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