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Everything posted by RealDCSpilot
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	I don't think it's DCS, have you tried Virtual Desktop with VDXR? Get rid of all the Oculus and OpenXR tinkering before using it so it can't interfere. You should get very good results with DCS_mt.exe, 90 Hz, DCS pixel density setting 1.2, VD at godlike - HEVC 10-bit at 150 Mbps. Latest Nvidia driver with CUDA - Sysmem Fallback Policy -> Prefer No Sysmem Fallback.
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	For me the issue seems to be completely gone now. Sadly i can't put my finger directly on it, to much parallel changes were going on in the latest weeks (switched from SteamVR to VDXR with Virtual Desktop). But my suspect #1 is the new Nvidia driver feature. I can now play for hours in huge multiplayer servers, switch modules and so on, no freezes - no stuttering.
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	I do everything HOT3 with the throttle. The little analog stick for moving the Viviane/Periscope, a hat for zoom and the other features and one button to fire. The rest is just depending on the situation, most of the time i keep moving anyway because the outdated tactics with being a stationary target hanging somewhere in the air doesn't end well in most cases. If you have to go so close with 4300 meters max range it's better to do "hit and run" like a Mi-24. Check at ~25 minutes:
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				Remember: you have full control over the VR mirror
RealDCSpilot replied to RealDCSpilot's topic in Virtual Reality
Alright, having the mirror running fullscreen at 4K is definitely a bad idea unless you need it for special purposes like screen recording. Every window on desktop needs VRAM, so the bigger the window is the more resources it will eat. I don't know how Facebook manages it's VR runtime with the mirror, if it works the way you described it's not the best way to do it. However, if you have control over it - good for you. - 
	
	
				Remember: you have full control over the VR mirror
RealDCSpilot replied to RealDCSpilot's topic in Virtual Reality
Usually the desktop mirror doesn't cost any extra performance. It's just a passthrough of what is rendered in one of the eyes and mapped onto the 2D face of a window at the specified resolution. And i guess on Windows, a 3D app can't run "windowless". - 
	VDXR integrated in Virtual Desktop is officially released now! You can now run DCS with the Pico 4 without SteamVR but in native OpenXR. This should also come with a little performance increase for everyone. Simply choose VDXR in the options of VD streamer on desktop and then launch the DCS.exe (multi-threading version).
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	- Simply tick "use DCS system resolution" in the VR settings tab - close DCS - go edit the options.lua in your savegames folder - look for ["graphics"] = { make sure that ["fullScreen"] = false, and edit the values behind ["height"] = and ["width"] = to your liking This way you can let the VR mirror take any rectangle shape you want. Need a square? No problem. (A square would be the closest shape to what is rendered for each eye in your headset) The VR mirror will always be placed in the dead center of your desktop. After this, the resolution selection tab in system settings will show your edited resolution, never touch it again. I recommend a height value that is always a couple hundred pixels below your monitor's desktop resolution, something like 1200 on a 1440p monitor. This prevents "slipping" of the VR mirror under the taskbar and tapping "out of window" mode if the mouse cursor hits the taskbar.
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	You missed the memo. Do not use the "Autohover" which is WIP atm.
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				Updates of DCS and nothing to the come back of the auto-hoover
RealDCSpilot replied to jef32's topic in Bugs and Problems
Please close this thread, i was waiting for 7 years to finally enjoy the Gazelle with a flight model that matches the standard of DCS. I think jef32 will be able to show a little patience to wait a bit for a feature that is easily to work around with proper trained trimming of the cyclic. @jef32 The Gazelle module was grounded in my shelter for 7 years, can you beat that? - 
	
	
				Can we go back to the old flight model for the Huey....
RealDCSpilot replied to StreakerSix's topic in DCS: UH-1H
This video is heavily misleading for DCS! In DCS we don't have any civilian light weight and fuel consumption optimized helicopter types! Civilian helicopter types are built very differently compared to military types. The payload for weapons alone is more than a ton in most cases, put the much larger fuel tanks, heavy duty engines and gears, armored cockpits and all the other mil-standard enhancements into account. Let's take 16 hellfires on an Apache for example, this is like having a team of 16 cheerleaders on board a relatively small machine. There is no way a military helicopter acts like he wanted to demonstrate in this video. - 
	
	
				SA-342 Gazelle 2023 "FM" Update
RealDCSpilot replied to Polychop Simulations's topic in SA-342M Gazelle
@Flarpt To keep it simple: the former flight model, that was implemented for 7 years, was not a helicopter flight model. The "new" flight model is a helicopter flight model that fits DCS standards for the first time. To be clear, i can not say that it is a realistic Gazelle SA342 flight model, but it now passes at the most points a helicopter flight model has to prove itself within the DCS engine. I'm into DCS helicopter simulation since 2009, always having the best possible equipment for input etc. (cyclic simulation). Everything you wrote leads to the conclusion that you don't know much about helicopter flying and their real world physics. I can assure you that the Gazelle is now in a very good spot in DCS and i hope it gets more polished. It had a long and bad history here and it's really sad to see how your group of "Investors" can't catch up with reality. You were enjoying something that was utterly wrong for such a long time. - 
	
	
				SA-342 Gazelle 2023 "FM" Update
RealDCSpilot replied to Polychop Simulations's topic in SA-342M Gazelle
@Flarpt Feel free to return to games like Battlefield if you prefer that kind of simplified behaviour for aircraft of any kind. - 
	
	
				DLSS, DLAA, thanks but going back to MSAA
RealDCSpilot replied to slughead's topic in Virtual Reality
@slughead Try tuning in more SS. Check something around 3400x3400 per eye. - 
	@MIghtymoo Atm, 90 Hz without reprojection. 60-80 fps. Really looking forward to what VDXR will make of this: ["graphics"] = { ["AA"] = "DLAA", ["BlurFlatShadows"] = 0, ["ColorGradingLUT"] = 0, ["DLSS_PerfQuality"] = 1, ["DOF"] = 0, ["LODmult"] = 1, ["LensEffects"] = 3, ["MSAA"] = 1, ["SSAO"] = 1, ["SSLR"] = 1, ["SSS"] = 0, ["Scaling"] = 0.66, ["ScreenshotExt"] = "jpg", ["Sharpening"] = 0.5, ["Upscaling"] = "DLSS", ["anisotropy"] = 4, ["aspect"] = 1, ["box_mouse_cursor"] = true, ["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, ["messagesFontScale"] = 1, ["motionBlur"] = 0, ["motionBlurAmount"] = 1, ["multiMonitorSetup"] = "1camera", ["outputGamma"] = 2.2, ["preloadRadius"] = 150000, ["rainDroplets"] = true, ["scaleGui"] = 1, ["sceneryDetailsFactor"] = 1, ["secondaryShadows"] = 1, ["shadowTree"] = false, ["shadows"] = 4, ["sync"] = false, ["terrainTextures"] = "max", ["textures"] = 2, ["useDeferredShading"] = 1, ["visibRange"] = "Ultra", ["water"] = 2, ["width"] = 1200,
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	I found the sweetspot for DLSS (quality) looking nice and fluid with around 3400x3400 pixels per eye. It's godlike preset in VD (3120x3120 pixels per eye) and 120% SS in SteamVR. I'm really curious about the next official VD release with integrated VDXR. (I can wait)
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				SA-342 Gazelle 2023 "FM" Update
RealDCSpilot replied to Polychop Simulations's topic in SA-342M Gazelle
@dsc106 I'm on a jetseat pad with Simshaker for Aviators and i get all the haptic feedback like on the other modules. In USB mode it is data driven by DCS telemetry and not running with game audio input only. - 
	Roughly, the most part of the DLAA algorithm is also a part of DLSS. It doesn't matter what option the DCS menu displays in certain moments, this is only UI code. You can only have DLSS running or DLAA.
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	Some general advice: This is a moment similar to the introduction of the OpenXR API for DCS. We will have more of this in the future, remember that the Vulkan API is also in the works. So the first step should be disabling and maybe uninstalling all performance tweaks you are used to because they have a chance to be counter productive. Simply start fresh, you have to be in the best position to find the new performance baseline for your individual system of CPU and GPU combination with "vanilla" DCS first. What is DLSS? Roughly, it's basically an AA method, but with AI enhanced upscaling and the benefit of "giving" more performance. No other AA method can do that. Technically it takes the base resolution values that are set(!) - but renders the frame in a lower resolution - then scales the resolution back to the values that are set(!) and reconstructs several image details via AI. To deal with sharpness of the resulting image you have two options: the sharpness slider and most important, with much more power for finetuning -> the base resolution. Simply try to set a slightly higher resolution (VR supersampling setting) you were used to before DCS 2.9 to deal with DLSS "blurriness". You have several options for that, for instance in DCS you have Pixel Density or the resolution slider in the settings of SteamVR. For some hardware configurations DLSS might bring no performance benefit in VR, here you have the other AA options like DLAA which technically should be the best of all other methods. In the end it's the same thing for finding the best VR performance vs image quality: find your personal best combination of resolution and AA method.
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	@twistking Better remove this chart from the thread because it is terribly misleading. VR is a scenario far far away from a galaxy that renders a flightsim on a flat monitor at 1920x1080. All i can say is that a 13900K with a 4090 runs extremely well now with DCS 2.9 MT in VR, compared to the previous states. Every setting maxed out, DLSS enabled. I get between 60-80 fps (at resolution 3120x3120 per eye which is the middle standard for common VR panels today which feature a resolution around 2Kx2K per eye). I was there from the beginning, going through several different hardware setups over the years and i am very happy atm.
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	First impression is really good!
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	I guess it's the new Screen Space Shadows. They seem to dislike 2 cameras active at a time (VR).
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	Sheeeesh... Don't forget about history here. The Gazelle was total garbage for seven years. And PolyChop didn't care. It's pure luck for us, the customers (and PolyChop too), that a programmer showed up who actually could do the coding of a helicopter flight model. Technically, The_Fragger saved the BO-105 from PolyChop back in the days and i totally understand him why he had to do it.
 
