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Everything posted by Chapa
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MSAAx2 and MSAAx4 makes a difference but more than 80% of the effect is done by MSAAx2. In non VR mode, it was not needed to quit/restart DCS but I found it necessary to do it in VR. I had the same issue than you at the beginning... Instead of MSAAx4, you can set MSAAx2 in game and in nvidia control pannel or nvinspector set: - Antialiasing-Mode: Enhance the application setting - Antialiasing-Setting: 2x [2x Multisampling] (2x displayed in control pannel) - Enable Maxwell sample interleaving (MFAA): On (Multi-Frame Sampled AA (MFAA) in control pannel) It has the same effect as MSAAx4 but at the cost of MSAAx2 in performances (near). An easy way to compare the settings is to launch the F18 free flight caucasus instant mission, F4 view and look at the sidewinder.
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Have you quit/restart DCS ?
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The only update info I found concerns the Rift Quest and the introduction of hand tracking: https://developer.oculus.com/blog/hand-tracking-sdk-for-oculus-quest-available/ It's maybe related... the Quest can be connected to PC
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"Fast moving pencil effect" - Oculus Rift S + 40fps
Chapa replied to NightstalkerNOR's topic in Virtual Reality
Ghosting effect is caused by AWS and/or not be able to maintain stable 80Hz. - AWS off, 80Hz stable: no ghosting - AWS off, 80Hz not stable (ex: 67fps): stuttering, ghosting, big mess - AWS on, no ghosting as soon as the movement can be reasonably linearly interpolated. Probably not an issue for A2G with modern jet and A2A missile fight But chasing a warbird with AWS on is near as mess as with AWS off and FPS < 80. But to have AWS off and 80Hz, no ghosting and no artifacts, you have to sacrifice a lot of nice graphical settings and there is always situation where you will have to activate AWS in game. There are shortcuts for that -
I was also surprised the first time in the cockpit and I had the same feeling than in the MB339. VR is not the best way to judge textures, for sure. By looking more in detail, textures looks great overall and are not basic textures. However, the cockpit feel like if it was difficult to know in which material are things with a tendency to look like hard plastics, not interacting with lights as it should giving a flat appearence. Hard to describe... at the end not bad at all but something missing to really enjoyed
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Disable all shadows, it should be better. If it solves your issue and you feel bad about the workaround, me too... In the wish list forum, I suggested to have dedicated settings for cockpit shadows and vehicules shadows. Here if you wish add a +1: https://forums.eagle.ru/showthread.php?t=256084
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"Fast moving pencil effect" - Oculus Rift S + 40fps
Chapa replied to NightstalkerNOR's topic in Virtual Reality
It’s artifacts caused by AWS, the technology allowing you to play at 40Hz and have smooth experience with good graphics overall. Disabling AWS is possible but you will have to put most of the graphical settings at low levels to keep the 80Hz most of the time. Read this forum and threads about Rift S to learn more about AWS and the settings at your disposal. But first, enjoy your Rift, fly with the smooth experience you already have. When you will have more feeling about AWS, you could choice if its ok for you because you accept the artifacts or if you will have to tune and break your mind to try to play at 80Hz. Most people play with AWS because it’s really hard to keep the 80Hz and have DCS clearly less beautiful as it could be. And it will depends also your specs -
Using Voice Attack, I have bind vocal commands to change mode during the flight: VR Mode 1:RCTRL + Num Pad 1 (80 Hz AWS off) VR Mode 2:RCTRL + Num Pad 2 (45 Hz AWS off) (useless but...) VR Mode 3:RCTRL + Num Pad 3 (45 Hz AWS forced ON) VR Mode 4:RCTRL + Num Pad 4 (Auto) I tend to play in mode 1 but switch to mode 4 when it will be clear that AWS could be required. And mode 3 if it is even more clear that more than 40Hz is impossible and want to avoid potential switch between 40/80Hz and the stutter. Seems complicated but it becomes quickly a reflex. Note that I set the commands to answer OK as a feedback to be sure. Same for enabling/disabling the labels on MP servers for better identification. No need to have a Voice Attack Licence for that. The free version can do the job
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Cool, hope it works well for you too. On my side, no issues since I have installed it.
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Which USB PCIe card did you buy, finally ?
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Did the Mustang got the new merlin sounds as the Spitfire?
Chapa replied to Eviscerador's topic in DCS: P-51D Mustang
Love the sounds too, very good job ! Thank you ! -
In Oculus Debug Tool > Layer Properties > Layer 0 > Head Locked : Force True I don't know if it can be used to easely define the snapviews but the fact is that DCS don't follow anymore the head movement. DCS is fixed and when you move your head, it is like if your were looking in a keyhole. You have to adjust your head position to see the DCS screen According to your need, it's definitively not a user friendly setting to use
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yes, and in this case, the hud projection start to be little too big and fill completly the HUD glass. As the A10C but in a less extend fortunatly
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yes the bind to save the custom view (snapview) is RALT + Numpad 0. In VR the saved snapview is often a mess. With TrackIR, tracking must be disabled, you define the view, save it and reactivate the tracking. In VR it's not possible to disable the tracking... The only workaround I have found is to save the snapview, and then editing manually the snapview.lua file generated in saved_games/dcs/config/view folder. If needed, the default view settings can be recovered by looking at the views.lua file in the DCS installation folder: C:\Program Files\Eagle Dynamics\DCS World OpenBeta\Mods\aircraft\JF-17 Here is the default VR view: [14] = {--default view - VR viewAngle = 114.165154,--FOV hAngle = 0.000000, vAngle = -9.363433, x_trans = 0.127094, y_trans = 0.015877, z_trans = -0.003428, rollAngle = 0.000000, }, I tend to think that putting x_trans = 0 is better because the seat/stick positions relative to the pilot and its easier to see the front lights and center MFCD top buttons and screen. Of course there are workaround to solve this small issue but Deka as probably go inside a true JF-17 and if they can translate their experience/knowledge to the VR default view, it would be very nice. If it is already as it should be, it is a perfect answer for me and I will keep their settings :)
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[FIXED] CTD since latest update, not sure what's causing it.
Chapa replied to JackHammer89's topic in Fixed Bugs
By following the clean/repair process from the link above, I am not able to reproduce crashes that tend to be easy to reproduce yersteday. Seems to have solve the issue I looked at the _backup folder corresponding to the cleanup and repare processes and it contains only lua files used by VAICOM PRO and its extensions. It's not a proof that was the cause but it would not be surprising. VR users tend to use Vaicom Pro, the JF17 beeing fresh new, temporary incompatibilty could be an answer... I encourage you to try the cleanup and the repair process, dont'relaunch Voice Attack before trying DCS and look at if crashes occur again. -
[FIXED] CTD since latest update, not sure what's causing it.
Chapa replied to JackHammer89's topic in Fixed Bugs
Following the same process seems to have fix the issue for me too. I looked at the _backup folder corresponding to the cleanup and repare processes and it contains only lua files used by VAICOM PRO and its extensions. It's not a proof that was the cause but it would not be surprising -
[FIXED] CTD since latest update, not sure what's causing it.
Chapa replied to JackHammer89's topic in Fixed Bugs
I also have crash systematically when flying the JF17 but have any when flying other like the P51. I will try again today because the sample size of tests are not enough to really conclude but I am now convince there is an issue somewhere given the number of people complaining about crashes: core DCS or JF17 don't know. I had in both the caucasus free flight and easy landing mission. Without using special systems, just turning on the cockpit light and playing with the stick and throttle. It is the first time, I have crash like that with DCS and no issues before the open beta maj, no mods. I also fly in VR with a Rift S. Could be a VR specific issue... P.S I can't attach my crash log here because already attached in this post: https://forums.eagle.ru/showthread.php?t=256837 Thanks you in advance, Best regards -
[FIXED] CTD since latest update, not sure what's causing it.
Chapa replied to JackHammer89's topic in Fixed Bugs
Since the last open beta update and with the JF17, I also encounter CTD. In attachment, you'll find the full crash logs. I have increase the pagefile to 16GB (I have 64GB so not an issue). I have droped my saved games folder to be sure to have a clean one. I use no mods. PC clean, freshly reinstalled, windows update done and with very few softwares installed on it, mainly dedicated to DCS. I am playing in VR with a Rift S the crash log provided has occured during the JF17 caucasus easy landing mission. Suddenly, the hourglass appeared and I had the blue popup displayed on the monitor. Note that previous this crash, I encountered other crash with a windows popup indicating C++ Runtime error but no specific message about dll, except to contact the revendor. I encountered no issue when flying the P51D before the JF17. Crashes have always been encountered when flying the JF17. Thanks in advance for your help, hope the crash log will give answers :) Let me known if I should post in the JF17 dedicated forum instead dcs.log-20191204-232454.zip -
First of all, very good job. The are very nice little details like the names of the HOTAS bindings that prove your dedication and the great experience you want to offer in this early access. Question, bug or problem, I don't know but is the default position in VR as it should be ? My first thought when I jumped in the cockpit was: Nice, a plane in which we have the noise in the HUD at it seems to be from pictures I saw. (with the advantage to have all MFD very clear and lisible in VR). But after visiting the pit and looking behind me, I noticed that the back seat is far behind... it is inclined but even the base seems far and the stick near. If people or pilot could share how we really feel in front of the HUD (noise in the hud ?, about arm extended distance?, other simple metric?) it could be great, and if using a Rift S, his custom snapview settings very nice :) Thanks you in advance and very good job again
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Mig-15 is probably my favorite
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You have probably saved a snapview, overriding the default position by pressing on RALT+NumPad 0 during a session. If you don’t use custom snapviews in any of your modules, deleting the snapviews.lua file in saved_games/dcs/config/view folder should fix the issue. If there is no such path/file, I don’t know what is your issue and reparing DCS could help
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I have a WarBRD base and initialy used it with the WarBRD stick on the desk and it was ok. When I bought the F18 TM stick, it started to be less confortable because the stick I taller. So I decided to invest for monstertech table mounts. It is better now and I am happy with them even if I should have bought the long version mounts for the stick. I am not a tall guy with only 170cm and my small hands, so it could be anticipated. Take this feedback for what it is and not a truth. Concerning stability on the desk, not bolted, I had no issue with either stick. But law of physics will apply: high force applied at the extremity of a tall stick will create a high moment, so it is not impossible to lift the base. It occurs few times with the FA18 stick, heavy stick with forward center of gravity and mostly noob manoeuver and piloting skill :)
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Open Discussion On our wishes and ED obliging
Chapa replied to CallsignPunch's topic in DCS Core Wish List
I think niche market is always driven by passion. Passion from the service provider and passion from the consumers. Expectations are crazy high, time limited and opportunity to win money must be exploited and provoqued with care. Overall, Eagle Dynamics manage this very hard equilibrium quiet well. I feel not stolen, and of course sometimes I would see some improvement sooner than later but I understand the reasons of the wait. I am as you, I also bought some modules to support ED and the third parties. Their work are always worth the investement and I have always huge pleasure to discover the cockpit, the start sequence, read enough the manual to understand its story and philosophy. In a previous life, I was a developer and with me, wishes with mockups even drawn on a tablecloth and detailed bug reports was often solved sooner than others :) Nice post and initiative, wish also to hear the ED and 3rd partie's voices. -
@Bob: My post was not dedicated for you specifically but for people reading this post as simple information about what is PD and to rebound about the famous SSAA settings that as no impact with HMDs. You state my numbers are false but they aren't and the render resolution per eyes are the one displayed by the HUD provided by Oculus themselves and accessible from the Occulus debug tool. For people, not knowing these tools (accessible from Oculus Debug Tool and OTT also): https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-hud/ As you state, the Rift Sa has two settings: Performance and Quality. Behind the scene, Performance setting is in fact a PD of 0.9 or 0.91. It correspond to a resolution per eye of 1488X1600, meaning a total resolution of 3296x1600 (it is the same number than you say, your number are not totally right but same magnitude doesn't care). The quality settings corresponds to a PD of 1.0, a resolution of 1648x1776 per eye, so a total resolution of 3296x1776 (we have the same numbers again). The columns in the table are simply the number of pixels per eyes, the total number of pixels (so 2 times the pixels per eyes and some ratio). My maths looks rights and we agree on the values. The goal of the table is just to have numbers and real figures about what the GPU have to digest to really display the true native pixels of the Rift and some comparison with a 4K display for the range of usual PD values.
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I agree with dburne. Rifts S and 2080ti is the right combo. Of course you will have pleasure with the 2080super. It is quiet similar in performance than the 1080ti (little bit better according to the benchmark I just looked). I own a 1080ti paired with an i7 8700 and what I can say is that this GPU lack a little bit of juice to really shine. The 1080ti is from 2017 so don’t really expect a GPU to really handle well futur HMD. The 2080ti is the GPU well designed for the Rift S generation of HMD. HMD with higher resolution will really shine with the next gen of GPU, even if they works already well. The only dilemna I would have in your position with the 500$ difference depends about your current HOTAS, and your satisfaction about it. Because 500$ can cover the cost of a really nice base+stick and in my opinion, it could provide more pleasure for the bucks than the 2080ti. If happy with your HOTAS, so 2080ti because you will never have enough power to handle VR