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RealDCSpilot

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Everything posted by RealDCSpilot

  1. Maybe i was wrong on gusts support in DCS, but i've never seen it working on your server. Look at chimney smoke or smoke pods or burning engines, the particle system is always a straight long line at 90 degrees from the emitter, showing a constant wind direction at constant extreme speed.
  2. The problem is back! (DCS 2.5.6.49314) :huh:
  3. https://nvidia.custhelp.com/app/answers/detail/a_id/5022/~/geforce-hotfix-driver-version-445.98
  4. There is a significant difference between gusts and wind speed. DCS doesn't simulate temporary random changes of wind speed aka "gusts" yet. Wind in DCS is just a static value from a static direction. With adding gust speed to real "normal" wind speed you always end up with unrealistic storm conditions. There is a reason why weather stations publish 2 separate values for wind speed and occasional gusts. Makes the use of the METAR system senseless on your server. I don't get it, it is such a neat feature, but used in a wrong way.
  5. The wind bug is back again, Senaki weather station says 14 Km/H which is around 4 m/s. Server is set to storm conditions at 14 m/s, thats 50 Km/H!!!
  6. It's better to disable it, the new update seems to work well without it.
  7. Best aviation skillz i've ever seen in DCS!
  8. Yep, huge performance increase. Don't forget to revisit/remove prior performance "tweaks" of any kind (VR shader mod etc.), because they might interfere with the latest changes to the graphics engine. Do not forget to disable SSLR, this one is a big performance killer.
  9. First make sure Windows isn't running in any energy saving modes, then try this: https://forums.eagle.ru/showpost.php?p=3411425&postcount=1
  10. In DCS the Gazelle is far far away from being equal to this stick deflections and control behaviour:
  11. It never worked for FFB joysticks, the most realistic way to simulate trimming in a sim (especially in the other helicopter modules). And it's the only module in DCS with a desastrous FFB implementation that never got fixed. The other really bad thing is how stick deflection vs control input is implemented, PC intentionally set it up for extra long joystick extensions which gives you fine control around the center, but if you don't have an extension on a normal stick, movement of a couple of millimeters already results in very aggressive control input and aircraft reaction.
  12. Two simple explanations: (watch till the end) Conclusion: everything is right in DCS...
  13. I'm playing DCS in VR and i can tell you that the speed is as realistic as it can be. Do not try to judge speed on a flat small window and cry for an extra speed effect like in cheap arcade racers.
  14. @Sprool We are waiting since 2016 for realistic controls and FM. ATM Trim on/off, trimmer, trimmer reset, magnetic brake, autopilot alt and speed modes are just based on a fantasy of PC.
  15. In the linked video the 'real' recording runs in a higher framerate, he should have taken something like this: But that would prove him wrong...
  16. Other DCS modules achieve to transfer the soul of the aircraft to our monitors, VR headsets and controllers. The gazelle doesn't achieve that, it just flies like a replaceable rotor-thingy, disguised as an SA343 like in a generic action game.
  17. We shouldn't forget that DCS's PD option is a remnant from the 2016 VR generation. It's not wrong to suspect it to be a cause of performance problems. Today it shouldn't be necessary, because the VR compositor of each VR driver requests the needed resolution for it's HMD and manages super resolution settings on it's own. The PD value leads to the very first implementations of Oculus SDK, i guess this was the first HMD that ED started to work on. If you look in the bin folder, you will find no trace of an Oculus related dll, there is only openvr_api.dll and VarjoLib.dll. This could mean that DCS hooks natively into Oculus SDK if drivers are present in your OS. If you are playing over SteamVR, PD acts like a third SS multiplicator, i suspect it to be an internal downsampling pass within DCS, before the game hands the rendertarget over to the VR compositor.
  18. This isn't a 2D game, there is depth and distance. With higher resolution you see more objects in the distance because there are enough pixels to display them and cause draw calls.
  19. some1 is right, there is nothing magical happening here. On a HP reverb the game renders 2160x2160 pixels per eye at PD 1.0. On a Valve Index the game renders 1440x1600 per eye at PD 1.0. All this is happening on the main thread on 1 core of the CPU. Reducing the load to 80% results in a performance increase, but costs image quality due to the lack of original pixels to fill. Steam VR supersampling is happening after all that, it takes the resolution coming from the game and multiplicates it. This task is completely up to the GPU (which has enough ressources because DCS is badly bound on the CPU).
  20. @RagnarDa I'm playing DCS 100% in VR, all controllers setup for non-keyboard use. It would be really handy if there were presets to create those map markers on the fly without the need of typing in "ATTACK" or "B1" etc. ...
  21. I had an issue for months that seems to be fixed with the latest hotfix driver from Nvidia. https://nvidia.custhelp.com/app/answers/detail/a_id/5022 -Fixed an issue where the shader cache was sometimes incorrectly purged on app launch While playing MP, after 1-2 hours, i had consistent framedrops that never recovered. It looked like a VRAM memory leak and the only way to solve it was to end and restart DCS. This never happened anymore since the new driver installation. Already had very long MP sessions on the same server without this issue for the last 2 days. Might be worth a look... Edit: tested a bit more and well, it doesn't solve the problem. However, those phases of extremely low FPS and stuttering are going away after a minute or two.
  22. I wish we could have an optional and simple on-screen keyboard with letters and numbers to be able to manage certain stuff in VR. Like putting in IP adresses etc. and much more important, to manage markers with naming conventions for mission planning and weapon programming on the F10 map in multiplayer.
  23. It's a great feature for other VR sims. Was a great enhancement for PCars2 back in the days...
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