Jump to content

DroptheHammer

Members
  • Posts

    93
  • Joined

  • Last visited

Posts posted by DroptheHammer

  1. Attached... although it's the log I can get to remotely since I'm at work.  There are mods installed in that log, but all savedgames mods.  Also, my bug is the same for both a clean repair and a modded install.  this log was from our mission night the other evening. I was able to fly the Mirage using the flashlight to highlight the cursor.

    dcs.log

  2. I posted a separate thread on this as well, except mine is focused on VR.  No matter if I use Yolomouse to replace the cursor or not.. it remains black in VR even after full repairs, full reinstall, clearing of graphics drivers and flushing of WMR VR applications. 

    Only way I can spot it inside a dark cockpit is to enable the flashlight for the surrounding glow 🙂

  3. so... ok I get it.. maybe the old super bright blue cursor was a major nightvision destroyer (especially in OLED VR headsets like my Bigscreen Beyond).  But why black? especially at night? for everyone?

    Can we not just get a daytime and a nighttime cursor that are reasonably colored or let us choose the colors?  This one is silly.

    Steps taken so far to resolve....

    • Repair, Slow option, clean all extra files.
    • FXO and Metashaders directory delete
    • Display Drivers removed and reinstalled via DDU to latest nvidia driver.
    • WIndows mixed reality removed and reinstalled

    Still black cursor.   I also tried to replace it with YOLOMOUSE which does work in 2D just fine to replace the yellow cross cursor... but it does NOT replace the cursor in VR. That cursor remains black even though the Yolomouse software has selected and implemented a replacement.

  4. 5 hours ago, zildac said:

    Out of curiosity, for those who are having the issue, what do you get when you run the OpenXR runtime switcher tool?

    https://github.com/WaGi-Coding/OpenXR-Runtime-Switcher

     

     

    While I dont run that switcher, I have the same functionality in OpenXR Explorer...  One thing I discovered this morning was that with --force_OpenXR enabled... even if Varjo is selected, it gets wiped and the log entry like daddio007 appears.

     

    2023-07-26 17:18:11.764 ERROR VISUALIZER (Main): OpenXR exception: runtime is not available Source: Projects\Visualizer\Source\OpenXR\openxr_program.cpp:322

     

    If I remove --force_openXR the game actually starts working again and varjo remains enabled.  Wierdly though, I get a mask that doesnt match the aero at all. See attachments.  This is the first time I've had current VB able to launch with post-41066.1 DCS.  I dont believe the mystery is solved yet since up to this point, all advice was to leave --force_openXR enabled, and the mask isnt the right mask and the image is just weird in the headset.  However, the log failure to find runtime does not appear.  

    My belief still is that current DCS and current VB aren't identifying the headset properly (for some headsets)

     

     

    varjo.png

    • Like 2
  5. On 7/22/2023 at 6:24 AM, Rodeo said:

    Glad you got it working. You are right MT is the way to go even if it takes some time to get your system optimized and working. 
     

    Cheers

    I think he means it only worked AFTER he rolled back to 41066.1....  Which isnt really a solution since we both want to be on the latest open beta.

    Today's patch. also ineffective to this... I went to it. was unable to launch.. back to 41066.1... game+headset works again... Something is still broken after patch.

    image.png

    • Thanks 1
  6. Anyone try again this morning on the new patch? If not I’ll give it a go in a few hours..  

     

    for me on the prior patch didn’t matter if I had DFR enabled or not or toolkit enabled or not… my aero just doesn’t launch with DCS unless I roll back to 41066.1 then it works fine no matter what combination of DFR and OXRTK I’m using (within mbuccias support matrix)

  7. I can confirm with @Jyge that I am also a recent delivery Aero user (received 24 hrs ago).  I went through the same testing loop as him and ended up with the same resolution...

    • DDU'd and went to latest nvidia drivers 536.67 - FAIL
    • WMR Removal and Reverb G2 Drivers purge - FAIL
    • double check --force_enable_VR --force_OpenXR was still enforced on MT (Yes I had this for my reverb G2 before, so it worked great) - varjo FAIL(still works on reverb G2...)
    • full DCS SLOW repair remove all extra files - FAIL
    • disable OXRTK - FAIL
    • uninstall OXRTK - FAIL
    • Varjo Foveated 2.0 - FAIL
    • Mbuccia Quad Views Rendering - FAIL
    • Attempt to use DCS Single Thread (this is where my story differes from @jyge) - FAIL
    • Enable VR Headset Checkbox on - FAIL
    • Disable VR Headset Checkbox - FAIL
    • Re-Enable VR Headset Checkbox - FAIL
    • Rollback to prior version of dcs 41066.1  - Success
    • Varjo FOveated 2.0 with 41066.1 - Success
    • QVFR with 41066.1 - Success
    • Install and enable OXRTK - Success
    • Toggle VR Headset Checkboxes - Successes, doesn't matter.
    • Reinstall G2 for side by side testing - Success

    I don't know if it's some difference between firmware or headset construction more recently that recent owners aren't connecting and older users are... But either way. Something broke in the last update that is keeping us from using DCS.

    • Like 1
  8. I'm having the exact same issue as OP!  Reading this thread was like mimicking all my frustrations of the past 4-6 hours trying to get this to work.  I've done a DDU, latest nvidia drivers, full repair install slow (twice) and cut and pasted enough shortcut endings to go nuts.

     

    @jyge, did you just roll back and update again? are you on the latest OB now or is this a problem with the latest version of OB regardless?

  9. Prior to this patch, enabling HAGS in windows and running VR in DCS had around a 5-10% FPS hit as well as a lot of stutters and jitters. 

    AFTER the patch...  No matter if I use ST or MT... HAGS ON or OFF makes zero positive OR negative differences. So now you can leave it on for your other games like MSFS2020 DLSS3 or Cyberpunk 2077.   DCS was the last game for me that caused me to keep HAGS off and now I can safely say that's no longer the case.

    Proof attached!  System in signature.  I also was on Discord, Teams, OBS was streaming, my full office suite was up.. tons of files open etc.

    For reference, the below is ultra settings 250% render resolution HP Reverb G2.  F-14 Persian Gulf carrier quals and F-16 Syria Free Flight.  used to be that F14 PG CQ was my CPU Bottleneck test (around 48 pre patch, 65 post patch and 90 post patch MT) and F-16 Syria FF was my GPU Test (Around 72 pre patch, 78 post patch, 90 locked post patch MT).

    Also running latest 531.29 driver.

    hagsonf14sc.png

    HAGSON.png

    • Like 2
  10. On 1/9/2023 at 2:11 AM, some1 said:

    In case you guys haven't noticed, there have been some updates to WMR for SteamVR software recently that claim to fix some stability and performance issues.

    May be worth checking out if you switched to OpenXR. As at least on my system with RTX4090, I get noticeably better FPS with SteamVR now than with OpenXR at the same 140% resolution on Reverb G2. Where OpenXR makes 80 with GPU loaded to the max, SteamVR can hold 90 fps with some room to spare. 

    https://store.steampowered.com/news/app/719950/view/3680036899858715469?l=english

     

    1.jpg

     

    I’ve run it through my test suite of around 15 different reproducible scenarios, some cpu and some GPU bound.  Some multiplayer and others also on a 4090 with 13900k at 6.2ghz. 
    native for native in all cases 100% oxr res with oxr toolkit disabled vs steamVR at 100% global and 100% app.  
    i tried reprojection on and off and compared all 4 setups. 
     

    I did not see your claim of increased fps in steamVR come to reality in any scenario in a measurable way @more than 0.5ms cpu or GPU in a consistent way. 

    HOWEVER this is still an amazing piece of work for steamVR.  Prior to this release there was a clear winner In OXR and now in terms of performance and clarity at default settings it basically makes no difference which compositor is being used.   
     

    fantastic work to the steamVR team and windows mixed reality for streamVR team.  
     

    where you do notice a difference is in the reprojection…. The steamVR one handles some limited scenarios much better than OXR for reasons I’m not able to determine.   The Apache rotor blades shapes and movement matches the shadow in steamVR but is just a broad sweeping “wiz” in OXR with reprojection on.    So if you like reprojection or are an Apache pilot… steam is prob the way to go.

    Personally I prefer reprojection off and then ifs a dead heat performance / clarity wise. 
     

    What will keep me with OXR right now are a few key things.  #1. Ease of launch and close without steam needing to be in the middle.  #2 the “Input smoothing” feature of OXR makes my streams buttery smooth with no VR “helmet shake” for my viewers.  #3. Color, contrast, hue and other controls in OXR Toolkit without the lag of reshade in steamVR and finally #4.built in scaler, fov, fixed focrared rendering and other controls end up giving OXR the performance and clarity edge again if you really want to tune things a lot. In my case this is done steady and I’m locked 90fps at 250% render res. with better color and no shakiness. 
     

    for a new/casual user…. Just stick with steamVR. It is super efficient and smooth now and frankly once I turn off the FPS counter I just can’t tell the difference anymore on equal settings.

    great job devs. 
     

     

     


     

     

    • Like 1
    • Thanks 1
  11. Hello all,

    I've got some missions that I want to practice in various conditions but I'd prefer not to keep opening, changing and saving every time I get a new version.  I'd like to script the following but I'm not sure where the various variables lie within the .miz.

    Each mission would be split into the following.

    Daytime - mostly clear

    Afternoon - Heavy IMC / Rain

    Night - Clear with moonlight

    Night - IMC conditions

    For example I have a training range file that I use.  Rather than replicating each of these I'd love to automatically split that file (as I upgrade it from time to time) into the 4 with the time/weather presets.

     

    Regards,

    DTH

  12. https://www.twitch.tv/videos/1638295465?t=01h23m04s

    You can see my squadron dealing with this for around 90 minutes on our weekly mission twitch VOD linked above.  You'll notice at random both of my radios (in my crewed F-14B) continue to mhz hop and the tanker doesn't respond to us.

    However, our wingmen flying with jester, as well as the F-18's were able to hear the tanker, AWACS and ATC calls etc.

  13. 12 hours ago, Taz1004 said:

    I made it compatible but I think it's about time we put this mod to rest.  ED implemented their own Alpha 2 Coverage and changed pixel shader so some things in this mod doesn't work anymore including Albedo.  I am only using haze reduction which actually isn't part of Kegety's original.

    DCS VR Shaders mod for 2.8.0.32066.zip 36.21 kB · 16 downloads

    Which segment is only the haze reduction? it's the primary reason I mod shaders anyway and maybe I just need to do that part on my own.

  14. Not sure about y'all, but I really prefer flying without the radar shroud.  However, on some maps/missions etc with airstart... I cant remove the shroud in flight. Can we change this? I'm sure realism wise i dont have anywhere to "put" this thing inside the cockpit but... not sure realism over fun is worth it on something like this.

    It's not the same thing as changing from JHMCS or NVG mid flight (not possible ,and gives a false gameplay advantage).  This is purely cosmetic.

×
×
  • Create New...