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RealDCSpilot

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  1. Yeah sure, it tricks your brain. I got totally used to it with my standalone HMD. But to describe the effect better - i would call it the "old man" filter. Everything reaction time based get's "stretched and smoothed out" in time. Something like this. Stuff becomes more unresponsive. It becomes extremely obvious in helicopter takeoffs, like with the AH64. I have a full HOTAS in a seat, so i have to work with all arms and feet to coordinate a clean takeoff with cyclic, collective and pedals. You have to do a lot of work with micro corrections and my fist takeoff with the PSVR2 was quite an experience after years with of streaming VR. @Qcumber Yeah, you have to take your whole system latency into account, add HOTAS device input latency and so on. In the end you'll have that huge latency chunk of VR streaming in the middle of that data pipeline, which is a massive bottleneck compared to everything else. Based on some old numbers i remember it's ~15ms if you are running with DP and controllers over USB. With streaming you end up with 60 ms and more (VD numbers do only show what is relevant to the VR streaming part), don't forget that DCS is CPU bound and you are putting extra work with streaming on it. More realistic would be 80 to 100 ms even with highend hardware.
  2. Changelog in the SDK says only: "Bug Fixes & Stability Improvements". So yeah, we shouldn't see much of a difference.
  3. Ah i see, that's another type of latency on top. Called motion-to-photon. Your headset has to collect and process your movements, send it to your PC - process and apply it to the game - render it - compress it - send it back over Wifi or USB - decompress it and render it on your display panels again.
  4. Sorry man, but there is no tech magic possible to reduce the latency of the odyssey a rendered frame has to take through the route of streaming over wifi or usb cable. With a direct Displayport connection it will take a rendered frame only 1-3 ms to reach the display panels, while going through all the hoops and loops of processing needed for streaming over USB or Wifi you'll always end up with 40 - 80 ms. It's all the encoding and decoding, hacking everything into little transferable packets vs. just flushing it through a big pipe. Even with "Oculus Link" you'll end up with 20 to 40 times the latency the sim is actually meant to be played. You will "see" it, once you have the chance to compare it directly. I had two years of built up muscle memory with a standalone headset and was a bit shocked about the difference. When i changed my setup, i also did a DCS session with standalone HMD before and after the change to PSVR2 (which was roughly within 20 minutes). You can go into details here: https://pimax.com/de/blogs/highlights/technical-comparison-displayport-direct-connection-vs-quest-3-streaming-solutions-for-pcvr
  5. For me, and this changed my mind to never want to use a wireless VR hmd again, their biggest caveat besides compression is latency. For sims with HOTAS or steering wheels, latency has a huge impact. I was using VR streaming with a standalone HMD for two years and got used to it, but the moment i tried the PSVR2 with cable in a helicopter was a real eye opener. All of a sudden i had direct control over the aircraft, rudder, cyclic and collective felt so much different than before. I'll never go back.
  6. Yeah, that autoexec.cfg was mentioned before already but thanks for pointing it out again, it's crucial for image quality tweaking. I also started on tweaking Quad Views settings. You'll need an empty settings.cfg file in C:\Users\YourUserName\AppData\Local\Quad-Views-Foveated and fill it with the following lines: smoothen_focus_view_edges=0.33 sharpen_focus_view=0.33 peripheral_multiplier=0.33 focus_multiplier=1.0 horizontal_focus_section=0.3 vertical_focus_section=0.33 Feel free to tweak your own values.
  7. Yes, i left SSAO and lens effects enabled because i don't want to loose the bright glare of the sunlight and the much better cockpit lighting. I barely notice the foveated rectangle though, i can only see it when i want because - well, it moves with my eyes... I also didn't really look into the quad view tweaking options yet, there might be more potential tuning available. @VirusAM All the needed DLSS files in their latest version are now implemented in the Nvidia driver (since March or so?). So you don't need a swapper tool or to download these files. You can simply switch them on globally for your system with the Nvidia app or (the method that i prefer)-> use a current version of NvidiaProfileInspector. For me the fork https://github.com/xHybred/NvidiaProfileInspectorRevamped works best. It has all the important functionalities sorted and decluttered in the list. Simply set DLSS to run on the latest version (310.3), preset "K" (until a new version comes out) and in your game select "performance mode". What this does is switching to the new AI upscaler model that basically delivers the picture quality from "quality mode" of the former upscaler model but with a huge fps boost. And the settings persist after each driver update which i do with NVcleanstall. Which is my main performance optimization step for my system (forget all the "tweaking guides" that are mostly outdated or placebo). This tool recompiles the Nvidia driver with only the features you choose and you can get rid of a lot bloatware. Simply tick the boxes for driver, HD audio, PhysX (and DLISR maybe) and you are done. The only caveat with DLSS are some artifacts in certain situations but i care more about the huge fps gains.
  8. @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.
  9. 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 !!!
  10. @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.
  11. 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.
  12. 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.
  13. 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.
  14. 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...
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