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RealDCSpilot

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Everything posted by RealDCSpilot

  1. @borchi_2b Will it also fix the totally overdone sensitivity of the cyclic? Will it also fix the continous roll behaviour with just a bit of left or right cyclic input that makes it fly like a plane with wings and ailerons? Why didn't that irritate you at all over the years? @swatstar98 Come on, 5 seconds with no hands. And you can see how the airframe is actually working against air resistance. Ridiculous to bring that here...
  2. @f4l0 Hi, thanks for adding the A-10 II so quickly. Any chance that you'll look into the support for the Edge 540 and A-4E? Both community modules frequently crash Simshaker. I don't know how they manage telemetry data, maybe a simple ignore feature would be a quick fix. Edit: just found out that the P-47 also crashes simshaker. ED added some more variants with the latest patches.
  3. You know that you are wrong if you take facts as personal attacks. You show that you are even more wrong if your only way of answering is personal attacks.
  4. I'm pretty sure most people who come here know exactly what this is about. Statistically we crossed the 10 participants line which did already hold the 60/40 ratio and now we are about reaching 100 participants with the same outcome, which becomes relevant to extrapolate an even more precise overview. A quality product will always show more than 95% happy existing and future customers.
  5. You seem to have missed some lessons in business school, an around 60% vs 40% ratio is a pretty bad outcome for a product survey. This is not a vote where a majority of 51% wins. It simply shows that a product/company has serious issues and drastic steps + huge efforts are needed to fix the situation.
  6. @Stal2k Just to make sure, i already stated that i had the same problem. More VRAM solved the issue for me without changing any other setting (instead i can go higher now). I know this isn't the answer you want to hear. I basically followed the same procedure with setting additional SS to invest more GPU usage because my 2080ti was bored at around 60% usage. But for a long time i didn't mind that this also takes a higher impact on VRAM usage and lead to video memory overflow and VRAM to disk caching (which looks like to be the source of the problem).
  7. Yep, 1000W works fine with raised powerlimits for an overclocked CPU in combo with a hungry 3090.
  8. Edit: Ok, found the time to get deeper into this. VR renders 2 cameras at a given resolution (DCS's integrated openVR or oculus api looks for the installed Headset driver/compositor, sets it's default resolution for each panel), DCS's internal PD value gives the option of a render resolution multiplicator per eye (1.0 recommended for all HMD's except Oculus's api, here the PD value hooks directly into the PD value of it's api). A rendered finished frame per eye is handed over by DCS to the VR compositor (Steam VR for example). The compositor handles another render resolution pass per eye and sends it to each of your display panels in your HMD (Steam VR SS setting). If you have a VR HMD connected to your GPU, it's technically like having 2 additional monitors connected, therefore the GPU needs to allocate extra separate screenbuffers, one for the left eye, one for the right eye. Every pixel needs to be drawn and saved somewhere, this is what screenbuffers are allocated for. The VR mirror on your desktop however, can be just a copy of the left or the right eye, or an extra camera centered between each eyes. I can't tell which way DCS is going here. However, the VR mirror on the desktop needs to draw an additonal window on your desktop, this window is filled with extra pixels that get copied(!) from one of the VR screenbuffers to the screenbuffer of your monitor and adds usage of VRAM for the screenbuffer of your monitor which is displaying the VR mirror (not that much, the mirror is mostly a fraction of HMD panel resolution, but still something). This is basic windows api stuff. The higher the resolution you set per PD value ingame and/or SteamVR SS the more VRAM needs to be allocated to be able to render each eye's frame to the panels in your HMD. Have a nice day.
  9. 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?
  10. 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?
  11. 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?
  12. 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.
  13. @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.
  14. Because this didn't happen after the Gazelle was released in 2016. We are still waiting.
  15. 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.
  16. Ah, thanks! Smart workaround.
  17. 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.
  18. 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.
  19. @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.
  20. @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.
  21. @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)
  22. 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).
  23. Thank you for being so generous.
  24. 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.
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