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RealDCSpilot

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Everything posted by RealDCSpilot

  1. Hmm, i just closed my browser left GPU-Z running, VRAM usage goes down to 1.2 GB. Fired the browser up again and additionally opened Thunderbird, VRAM shoots up to 1.8 GB. Isn't that strange?
  2. Are we talking about the same thing here? I'm talking about your hardware display monitor made of plastic, some aluminium, PCBs and screen panel - running windows gui and certain open windows like SteamVR UI, DCS VR mirror etc. This already allocates a certain amount of VRAM, are we on the same page now?
  3. The amount of VRAM allocated for screen buffers is connected to the resolution you are running for each screen, in my case it's 1.4GB just for one screen at 3840x1600. Monitor on or off doesn't count as long it is connected to your video card. If i had my 2080ti still installed it would mean only 9.6GB VRAM left for any other activity. Goodness... What are you running, looks like 1920x1080 on your monitor?
  4. Your monitor is still running all the time, displaying windows GUI and the VR mirror. It always uses some VRAM or it wouldn't be able to display anything. Another trick may be lowering desktop resolution during VR sessions, might free some extra videomemory. Atm, i'm just looking at my browser and VRAM shows 1.4GB of usage (ultrawide monitor running 3840x1600). I also had the problem with switching F10 to map/F-14 on carrier running very high SS, it's gone now because now i have 24GB VRAM.
  5. @Stal2k Try to set your SS via steam setting to 100% and check if the problem persists, just to be sure. After that start to raise to 110% 120% ... Keep an eye on VRAM allocation. Lowering texture quality also helps with VRAM usage. We all know DCS's core engine is pretty much unoptimized for todays hardware, it's VRAM usage is actually pretty normal for a game that was made for running on just one monitor. VR needs more VRAM because it needs to reserve more videomemory for 3 screenbuffers instead of just one (your monitor and 2 additional panels in your HMD). The higher the resolution, the more videomemory is needed for these screen buffers. Put geometry and texture load plus some effect buffers on top of it and bamm, VRAM runs out of space. DCS definitely needs better memory management, frequent purges to get rid of unused data. But they are working on it and we may have to wait for 2.7.0 or 3.0 idk.
  6. Because this didn't happen after the Gazelle was released in 2016. We are still waiting.
  7. It means that you can take a high resolution HMD, set a higher SS value than it's original panel resolution and still go extremely high with DCS settings, like 4x MSAA, shadows and cockpit GI enabled, high or ultra or extreme on the other settings and the 3090 won't let you down. That was my first test: https://cdn.discordapp.com/attachments/729748024724553738/761635988866072606/DCS_Settings_3090.jpg Atm i'm also running visibility range set to extreme. If money isn't the problem, you can get there with the latest gen of hardware. I still would recommend to wait for the 16GB VRAM versions from Nvidia and AMD for better bang for the buck ratio. And maybe next year, with DCS's core engine overhauled, even lower tier hardware will be able to get the same results.
  8. Ah, thanks! Smart workaround.
  9. The VR recenter keybind is a must for every cockpit based VR game. If you fire up the game with your HMD somewhere (at the table, on your lap or on your head) it always takes this position first to set it as standard position. The typical routine is to start the game, put the HMD on, look forward and press VR recenter when the menu is completely loaded.
  10. Quadg explained the technical backgound https://forums.eagle.ru/showpost.php?p=4367019&postcount=13 This will probably not change, since this is how it works for every game. However, the new cloud system might solve the problem with the clouds because it will be volumetric and depth-based. Clouds won't be billboard partikel objects in 3D space anymore. The rest is a bit of optimization work on LOD switching within visibility ranges.
  11. @Stal2K Can you do another test? This time let GPU-Z running it's sensors page and have a closer look at VRAM usage. Also let SteamVR performance graph running parallel and post your settings for DCS PD setting and SteamVR SS (resolution per eye in Video and per-App setting for "DCS"). I know this problem very well from my old 2080ti running DCS at extremely high settings, when DCS tries to allocate more than 11GB VRAM. In my case i solved this by throwing a s**tload of money at the problem (RTX3090). I can switch to the F10 map in an instant now, no hanging or occasional SteamVR crash anymore, i can also switch to every module in an instant.
  12. @Supmua I'm running STWS Squadron on ultra settings, no problem. :) The downside is their HOTAS support, the game doesn't detect my throttle and rudder. I hope they patch this soon.
  13. @propeler For rough and quick prototyping, you can take a Virpil WarBRD base, precalibrate a grip with it and snatch the tiny PCB out of it afterwards. You'll end up with two USB devices in one, but instantly have a fully working highend grip. (That's what i did)
  14. Great! The recommended procedure is to press and hold the trim button when moving to a new position (Force is off), then release (Force is on). Pressing the trim button shifts control authority from SAS to pilot, releasing gives authority back to the SAS. During constant maneuvering you basically hold the button all the time and it's mapped to the grip (thumb button).
  15. Thank you for being so generous.
  16. Just for info, i benchmarked the raw CUDA power of my 3090 with VRay benchmark and beat a 2x2080ti rig. Nvidia's claim of twice as fast as a 2080ti is true in this area. However, rendering a frame in a dynamic game is a different beast. You'll see the whole bandwidth there, from 0% to whatever. In DCS and VR you can really push the limits with it.
  17. Yep, this new generation of GPU's is the first one that doesn't struggle with highend VR. If the DCS engine gets optimized for todays CPU gen someday, we can go even further. Nvidia will also release a 3080 with 16GB VRAM, i really recommend waiting.
  18. @propeler Here is the CAD data of the base thread for grips M36x2-6g (by Baur from Virpil): https://forum.virpil.com/index.php?/topic/656-warbrd-base-thread/&do=findComment&comment=6006 Should work for all the compatible grips out there.
  19. Very impressive! Did you already try the force trim options in the Huey, Mi-8 or Ka-50? (default trimming option in special settings)
  20. Maybe, once you start being objective, you will understand my point.
  21. Did some more testing yesterday. I only reduced render resolution settings to 100% which ends up with 2016x2240 per eye. VRAM usage dropped down to ~10.8GB. However, didn't do a longterm test and this drastically reduced visual quality and i still needed to force motion smoothing because CPU frametimes won't allow 90 FPS. Conclusion: the crispy sharpness of high SS settings - once you've seen it, you never want to go back. More VRAM opens up a lot of headroom to enhance your VR experience.
  22. Just two examples what a real Gazelle pilot said, but you need to be able to use translate.google.com: http://www.checksix-forums.com/viewtopic.php?f=465&t=200331&start=50#p1678174 http://www.checksix-forums.com/viewtopic.php?f=465&t=200331&start=50#p1679855
  23. He is talking about collective, not the cyclic. FFB on or off has no influence on that axis. Also, the Gazelle is the only module with broken FFB support and never got fixed, amongst many other issues where ED can't be used as scapegoat.
  24. @The_Nephilim I think aspect ratio is not that important for the VR mirror, but maybe it's helping with something if it's set to 1:1 panel resolution. Usually this is all forced by the VR SDK and DCS settings for res and aspect ratio are ignored. As an update, i also set visibility range to extreme now. No problem for the 3090, it's amazing how far i can push the game settings now.
  25. options.lua ["graphics"] = { ["DOF"] = 0, ["LensEffects"] = 2, ["MSAA"] = 2, ["SSAA"] = 0, ["SSAO"] = 0, ["SSLR"] = 0, ["anisotropy"] = 4, ["aspect"] = 0.9, ["chimneySmokeDensity"] = 10, ["civTraffic"] = "low", ["clouds"] = 1, ["clutterMaxDistance"] = 800, ["cockpitGI"] = 1, ["effects"] = 3, ["flatTerrainShadows"] = 1, ["forestDistanceFactor"] = 1, ["fullScreen"] = false, ["heatBlr"] = 1, ["height"] = 1600, ["lights"] = 2, ["messagesFontScale"] = 1, ["motionBlur"] = 0, ["multiMonitorSetup"] = "1camera", ["outputGamma"] = 2.2, ["preloadRadius"] = 150000, ["rainDroplets"] = true, ["scaleGui"] = 1, ["shadowTree"] = false, ["shadows"] = 4, ["sync"] = false, ["terrainTextures"] = "max", ["textures"] = 2, ["treesVisibility"] = 10000, ["useDeferredShading"] = 1, ["visibRange"] = "High", ["water"] = 2, ["width"] = 1440, autoexec.cfg options.graphics.stereo_mode_use_shared_parser = false disable_write_track = true no_device_hotplug = true
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