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flyingcyrus

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Everything posted by flyingcyrus

  1. Oddly, I get the best performance with SteamVR using OpenXR API. I ran some test with WMR / OpenXR / OXRTK, at same definition (130% supersampling of the native 2160x2160 Reverb's screens) and FPS drop is around 20% ! Did anyone else experience such a strange and counter intuitive behaviour ?
  2. I noticed the same boost, even on MSFS ! I can now achieve a steaby 45 (90 reprojected) on sceneries where I struggle to get 30. Let's hope Microsoft is aware of this and keen to fix the issue, but according to their recent statements about VR, I 'm not optimistic :-/
  3. MR does it automatically. Half the native headseat (i.e. 45fps for a 90Hz helmet) of 1/3 if it can't achieve half. Be aware that at 30fps, MR has to compute 2 predicted frames before displaying the next rendered frame. Smoothness is still here but at a price of some artefacts, especially during fast aircraft and/or head moves.
  4. Actually, when activate MR, the engine spits up 45 fps at a constant pace, so you never see additional frames (unless your rig can achieve 90fps with MR on auto mode), so useless is not the appropriate term here. Think of it this way : the frames above 45fps (slightly above, cause computing the predicted frames take time) that the computer does not need to render are a power reservoir which can be used for other things like IA, weather etc.
  5. Smoothness is more a matter of how regularly the frames are displayed than how many... Motion reprojection sends a perfect steady 90fps (assuming the headset has 90Hz display(s) ) from only 45 actual rendered frames. This is the reason why it is smoother than a framerate running like crazy between 60 and 80. I'm in VR for almost 3 years now, and I still really can't figure how people can play without Motion Reprojection without dying from headaches, or simply throwing up ! (No offence @BIGNEWY ).
  6. Do you use OpenXR natively (motion reprojection is known to be prone to stutter and ghosting) or with SteamVR (works much better) ?
  7. Actually OpenXR and WMR are different things, the first beeing an API , the latter a runtime. I think you can. As well as openVR is the default API used by SteamVR. As a consequence, I think you can give it a try...
  8. I noticed that too, and put it on the fact that my SteamVR is now configured to be OpenXR runtime. As I never used OpenXR with SteamVR before, could you confirm that the per-app setting is available with the single-thread version of DCS ?
  9. 10700K 3080ti Reverb G1 here. Went from 39 to 50fps in the SuperCarrier cold&dark mission, 37 to 53 in the FA18 Instant action Battlefield. Having in mind that this is only the first iteration of MT, future is going to be great ! I just miss SteamVR, for its reprojection which is way, way better than OpenXR's one ( stutter and ghosting ruining the experience ). Hope the hotfix will be available soon.
  10. Thank you @Luiz Renault, you are doing a really good job ! This airplane is very nice to handle overall. Just some odd behavior when it comes to yaw (either on the ground or inflight), but that might be a limitation of the actual FM...
  11. This is not the most beautiful aircraft in the world, but man, what an outstanding job you did ! Model and textures are payware grade. Handling seems ok, even if I didn't get an eye on flight manual perfomances table yet. Thanks a lot, and by the way, can't wait this J35 that looks very promising on you Discord
  12. There is a lot of early access modules on Trial
  13. Quaggles can be installed withoud any mod manager, just remember to copy the script file after an update (but it's only one copy, quick and easy, no need to recopy/reedit all aircrafts config files) (Nice helmet by the way, MAXsenna , I remember trying one back in 95 with US Navy Fighters...)
  14. Hi ! I modified the default LUA file to have a UP ELSE DOWN switch command for the landing gear. That works like a charm when using normal landing gear control behavior. However, when I tick the simplified mode, the landing gear retraction/extension can be inverted by the G key, which is not the case in normal mode (G still has an action on undercarriage but recycling the associated switch resync the switch with the virtual lever)
  15. The tricks explained above work, but you have to re-edit the lua each time the module is updated. A more solid workaround here : https://github.com/Munkwolf/dcs-community-keybinds Same philosophy except modifications are in your SavedGames folder, hence no need to re-edit files after updates
  16. As stated on Dassault-Aviation website, it's not just a C export version, as it comes with electronic equipment allowing more precise air-ground missions and improved shooting range. https://www.dassault-aviation.com/fr/passion/avions/dassault-militaires/mirage-f1/
  17. According to a collegue of mine who is a former F1 pilot in the French Air Force, the F1 CT was equipped with CCIP/RP, so we could expect these features in the CE, wich, like the CT, is a C with enhanced air ground capabilities for foreign countries
  18. Leap is working in the F86, which is a Belsimtek aircraft. Hope to have it soon in the M2000 and F14
  19. flyingcyrus

    Leap motion

    I do agree ! Even if it's not perfect yet, this tech is a game changer. I love it in ED planes as well as in the F86 from Belsimtek.
  20. Here is a very interesting video by Austin Meyer (developer of X-Plane), explaining how Vulkan works compared to OpenGL. OK I know DCS uses DirectX and not OpenGL, but it gives a good picture of how things are handled by the graphic engine and the API (Application Programming Interface, OpenGL, Direct3D, Vulkan…) By the way, does anyone know which version of DirectX is DCS running ?
  21. X-Plane does it perfectly... MSFS does it perfectly... AFS does it perfectly... C'mon ED !!!!
  22. I do confirm. Pull some g and cross other aircraft (friend or foe) and (raz)BAAAAMMMM ! Twice this afternoon. Obviously not fixed in 2.5.6 :-/
  23. I'm just curious... about the the way things are rendered in VR, is there some sorting of objects, based on distance from virtual cameras, so that calculations on far objects are not made twice ? Cause if (very) close things appear (very) differently from left eye to right eye, it's not the case when looking further ahead. I'v done a bit of 3D programming years ago but only for studies/hobby, so... just curious of how it works :)
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