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RealDCSpilot

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  1. @Morat Uh yeah. DCS's supersampling setting is always added on top of what you set globally with SteamVR. You were going crazy high per eye. In my case i never do SS settings in a game (DCS is at 1.0), i always go with SteamVR at 150% (which has one global setting plus one specific setting per game where you can add another factor to slightly finetune the global setting). My current global setting in SteamVR is ~4100x4200 per eye. Before using Quad Views and eye tracking you could see this directly in DCS's log file. Now with Quad Views enabled, it looks a bit different and shows the Quad View resolution outputs with DLSS: 2025-08-22 15:41:25.297 INFO DX11BACKEND (18664): Use DLSS preset 'K' 2025-08-22 15:41:25.350 INFO DX11BACKEND (18664): DLSS successfully initialized, 836x852 -> 1668x1700 2025-08-22 15:41:25.350 INFO DX11BACKEND (18664): Use DLSS preset 'K' 2025-08-22 15:41:25.385 INFO DX11BACKEND (18664): DLSS successfully initialized, 836x852 -> 1668x1700 2025-08-22 15:41:25.385 INFO DX11BACKEND (18664): Use DLSS preset 'K' 2025-08-22 15:41:25.419 INFO DX11BACKEND (18664): DLSS successfully initialized, 732x744 -> 1460x1488 2025-08-22 15:41:25.419 INFO DX11BACKEND (18664): Use DLSS preset 'K' 2025-08-22 15:41:25.454 INFO DX11BACKEND (18664): DLSS successfully initialized, 732x744 -> 1460x1488 One very important tweaking option for DCS is having an autexec.cfg in Savegame/DCS/Config: options.graphics.stereo_mode_use_shared_parser = false disable_write_track = true no_device_hotplug = true force_cross_eye_recovery_tool = false DLSS_Preset = "K" HUD_MFD_after_DLSS = true And why are you setting sharpening to 0.2? Go much higher! I'm at 1.0 Just in case here are my DCS settings (for graphics and VR only): ["VR"] = { ["bloom"] = true, ["box_mouse_cursor"] = true, ["custom_IPD"] = "62", ["custom_IPD_enable"] = false, ["enable"] = true, ["enableHMDMask"] = false, ["handOffsetX"] = 0, ["handOffsetY"] = 0, ["handOffsetZ"] = 0, ["hand_controllers"] = false, ["hand_controllers_debug_draw"] = false, ["hand_controllers_joint_throttle"] = false, ["hand_controllers_type"] = 0, ["hand_controllers_use_stick"] = false, ["hand_controllers_use_throttle"] = false, ["interaction_with_grip_only"] = false, ["mirror_crop"] = false, ["mirror_source"] = 1, ["mirror_use_DCS_resolution"] = true, ["msaaMaskSize"] = 0.33, ["openxr_eyeGaze"] = true, ["openxr_quadView"] = true, ["pixel_density"] = 1, ["pointer_use_type"] = 0, ["prefer_built_in_audio"] = true, ["use_mouse"] = false, }, ["graphics"] = { ["AA"] = "DLAA", ["BlurFlatShadows"] = 0, ["ColorGradingLUT"] = 0, ["DLSS_PerfQuality"] = 3, ["DOF"] = 0, ["LODmult"] = 2, ["LensEffects"] = 3, ["MSAA"] = 2, ["SSAO"] = 2, ["SSLR"] = 1, ["SSS"] = 1, ["Scaling"] = 0.66, ["ScreenshotExt"] = "jpg", ["Sharpening"] = 1, ["Upscaling"] = "DLSS", ["anisotropy"] = 4, ["aspect"] = 1, ["box_mouse_cursor"] = true, ["canopyReflections"] = 1, ["chimneySmokeDensity"] = 10, ["civTraffic"] = "", ["clouds"] = 3, ["clutterMaxDistance"] = 690, ["cockpitGI"] = 1, ["defaultFOV"] = 69, ["effects"] = 3, ["flatTerrainShadows"] = 0, ["forestDetailsFactor"] = 1, ["forestDistanceFactor"] = 1, ["fullScreen"] = false, ["heatBlr"] = 1, ["height"] = 1200, ["lights"] = 2, ["maxFPS"] = 120, ["messagesFontScale"] = 1, ["motionBlur"] = 0, ["motionBlurAmount"] = 1, ["multiMonitorSetup"] = "1camera", ["outputGamma"] = 2.2, ["preloadRadius"] = 150000, ["rainDroplets"] = 1, ["scaleGui"] = 1, ["sceneryDetailsFactor"] = 1, ["secondaryShadows"] = 1, ["shadowTree"] = false, ["shadows"] = 4, ["sync"] = false, ["terrainTextures"] = "max", ["textures"] = 2, ["useDeferredShading"] = 1, ["visibRange"] = "Ultra", ["volumetricLights"] = 1, ["water"] = 2, ["width"] = 1200, }, 13900K and a 4090.
  2. Still higher resolution panels and no compression and latency compared to the Facebook HMD. The trick about the PSVR2 panels is always the super sampling setting, which you can set even higher now thanks to the help of DFR and DLSS 4. For me it's crazy to see these two significant VR performance and quality boosts for my VR setup this year, without spending any money on hardware. Big Thanks to @mbucchia and whatdahopper !!!
  3. @JMW Check if you have lens effects enabled (and maybe Bloom in VR settings). The recommendation is to have both disabled. @Morat Try DLSS in Performance setting and raise sharpness. Crucial is to have Preset K and DLSS version 310.3 running for a crisp image.
  4. Did install everything and checked the settings. Eye tracking is working in DCS but i don't get any fps boost and i can see that the focus area and the peripheral area are rendered at the same (high) resolution. Any ideas? I was stupid and forgot the fps cap i had set in DCS... The performance gain is huge, i've seen up to 100% fps gains in my test scene (Caucasus, F-18. Ready On The Ramp). I run very high DCS quality settings and SS in SteamVR at 150% (more than 4100x4100 per eye) and i can reach now ~120 fps up in the skies, depending on the situation. Before that i was on max ~60 fps most of the time.
  5. Yeah nice. Finally they start to really unlock the PSVR2's potential for PCVR. It's already crazy what quality they achieve on the weak hardware of the PS5 due to DFR.
  6. Alright, little update from my end. I had a strange binding config incident with the latest patch. After deleting the config files and restart to reset them, i found a new alternative binding for Aknowledge/Recall (never seen it before). With Aknowledge -> Neutral and Recall -> Neutral it works like before and snaps back to middle position.
  7. Sooo, no idea what that was but after deleting the config files and rebinding everything from scratch the axis invert works again. Really strange because everything was normal a day before the patch and then this...
  8. This is available now in special options.
  9. In axis configuration the axis invert tick box has no effect anymore.
  10. No it doesn't work correctly. It was a 3 position flip switch, if you press up or down it always returned to the neutral middle position by itself. You could press it for Aknowledge or Recall and then it would flip back to the middle. This stopped working a long time ago. Now it stays stuck and doesn't return to middle position by itself anymore.
  11. Okay, after some testing i may have found the antidote for this particular problem. As soon as DCS framerate is crashing down and SteamVR's performance graph only shows purple all over - do this: take off the HMD. As soon as the HMD's user presence sensor is triggered all will settle itself again. This seems to be by far the fastest method to get back in the game again. Sadly there is nothing to prevent this at all, it will happen sooner or later. But at least there is something that doesn't need the game or the whole system to be restarted. I hope the switch to Vulkan will lead to better memory management in DCS.
  12. It's somehow working again. One very strange issue was also that all codes started with "0" and there was no way to change it. I can only hope that RAZBAM is soon getting back to it and continue to work on this impressive module.
  13. Alright, now i've seen it in action. It really is the Shared GPU Memory. Without DCS and/or SteamVR running it's about 0.1 GB usage. Having DCS running over SteamVR it's slightly increased at 0.2-0.3 GB. But eventually there comes a moment when all goes bonkers and this value goes up to 0.7 GB. Then it needs around 30 seconds or up to a minute to settle itself and everything might come back to normal. This really never happens with any other VR app or game or i never reached this point with another game than DCS. :(
  14. I simply don't use the Nvidia app. My first fundamental step of performance optimization is to use NVcleanstall to get rid of all Nvidia bloatware and stuff that i never need to have on my system. Nvcleanstall takes Nvidia's huge chunk of driver package, distills the components you choose and recompiles the installer. In normal cases you would only need the pure driver, HD audio and PhysX. The latest NV driver versions, also include the now implemented newest DLSS dll files which are now installed system-wide on your computer. In NVCleanstall this component is a bit strangely named "NVIDIA DLISR". Once you have everything installed correctly, you can simply start the latest Nvidia profile inspector tool and apply the DLSS 4 override globally on your system. (Or for each single game profile, your choice...) There are at least 5 settings in the profiles that need to be set after each new driver installation. Simply check my post and the video in there. As far as i know and how i see it working on my end, ED has nothing to do extra for it to make it work. They still need to have the DLSS API implementation and distribute the dll files with the game, but each Nvidia owner can now choose to make the system wide override that totally ignores those dll files.
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