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Everything posted by RealDCSpilot
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@blunt_waco We are going off-topic here. However, everything is correct with the yellow/orange weapon station lights, because you are fully loaded with launchers on all 4 stations, those yellow lights will stay on. Try to unload everything on ground or jettison your inner stations, you'll see how those inner station lights will go off. They are very dim, yes. But still visible enough atm. I would wait for the Black Shark 3 upgrade for ED's final take on the Ka-50 and it's new cockpit style and features.
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Same here, FFB gone :(
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I get 45 fps at the beginning altitude and 30 fps at low altitude. Very high settings in DCS, 200% SS in SteamVR. Latest Nvidia driver, no messing with shader mods. We are slowly getting back to 2.5.5 performance.
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Yes, it's a very helpful performance option. Should be an official tickbox in VR settings. Please ED fix it's current unfinished state, these are current issues: - Frustum Culling FOV seems to be set for 1st gen VR HMD (max 110°) in my Valve Index i can clearly see how objects are switched on and off at the edges of the screens - heatblur post effect renders in one eye only - cockpit lighting, esp. flood lights are rendered in one eye only - cloud shadows (if i'm passing under a cloud) are rendered in one eye only - in some modules, canopy glass internal highlights produce artifacts against water (z-buffer sorting?)
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@blunt_waco As far as i know they are always on if a hardpoint is loaded and off if not (never loaded or jettison). They are presence indicators. Edit: they do work as intended, no problem with shared_parser enabled. They show a dim yellow light if a weapon is present and switch off as soon as no weapon is present anymore.
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With my FFB stick i can "feel" it on the other modules, there are remarkable differences between fully loaded aircraft of any sort or with empty loads and low on fuel. The Gazelle module doesn't have that, and because of that you can do a lot of bullshit with it. Flying upside down is possible because the collective produces negative thrust if pushed to the floor, flip the gazelle around and it produces lift, exactly like in an RC helicopter with enourmous power against extremely low weight. IRL that's the job of gravity, the main rotor is designed to fight against it not to increase it.
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And additionally, now that we know that you only fly with an extended stick... That is one major missconception, programmers with blinders, thinking their module is the only one in DCS. My picture shows the major flaw in your controls concept, a "normal" stick has only 1 mm for fine control where an extended stick has 10 mm for the same amount of gimbal movement.
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Oh, after years we are finally closer to the problem... @Borchi First of all, most important!!! I WILL NEVER LEAVE A MP SESSION TO SWITCH FFB OFF, TO ENTER THE SAME MP SESSION AGAIN TO BE ABLE TO FLY THE GAZELLE AND THEN LEAVE THE MP SESSION TO SWITCH FFB ON AGAIN TO FLY OTHER MODULES AFTER LOGGING INTO THE SAME MP SESSION AGAIN. Support FFB properly in DCS or do not publish a module for money. 30 modules have no problem with FFB, yours is the only one. 2. Check the graph below, this is what you are doing with our hall sensor driven joysticks, degrading their excellent X/Y signal resolution to a fraction of only 10% around the center. This will never work in a sim for PC. No other module in DCS needs tempering with curves on my setup, i always fly with linear inputs and it works pretty well for all modules except yours (i have them all). 3. Every other helicopter module does this "input conversion" very well. And they support FFB on such a fantastic level that makes helicopter flying so special in DCS.
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[REPORTED]FPS Performance Test Mission
RealDCSpilot replied to wilbur81's topic in Game Performance Bugs
Uh, that's not good. If the dev build differs too much from the public build. No wonder that crazy problems pop up after every release. However, there are fps improvements in the last couple of beta releases, but you only see them in an empty free flight map. And in VR i need to have "stereo mode use shared parser" enabled, ED should embrace that option much more and iron out it's current weaknesses. -
Strange, it's working again. FFB trim implementation is always activated. Must have been a MP issue yesterday.
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I used BD 770 DT years ago with my 1st VR-HMD, believe me, you don't want to use headphones anymore after you tried those over-ear BMR speakers of the Index.
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Latest 2.5.6 beta here and FFB spring forces aren't enabled anymore on my G940. I only get the rumbles on the runway and vibrations during flight. FFB works as aspected on all other DCS modules.
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@memoric https://forums.eagle.ru/showpost.php?p=4289084&postcount=1 sums it up pretty well.
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[REPORTED]VR Performance OB 2.5.6
RealDCSpilot replied to Gripen 4-1's topic in Game Performance Bugs
Had the same FPS hit in that mission, in my second attempt i just flew back to the FARP and waited a couple of minutes. In that time the Hinds finish their attack run and FPS come back slightly (but only to 30). I have to watch those trucks more closely next time. -
Pretty good summary on the best current gen HMD's. Basically my next headset after the Index should have the same features just with higher FOV and a bit more pixel density.
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@BIGNEWY to sum it up, these are the issues i encountered so far: - Frustum Culling FOV seems to be set for 1st gen VR HMD (max 110°) in my Valve Index i can clearly see how objects are switched on and off at the edges of the screens - heatblur post effect renders in one eye only - cockpit lighting, esp. flood lights are rendered in one eye only - cloud shadows (if i'm passing under a cloud) are rendered in one eye only - in some modules, canopy glass internal highlights produce artifacts (z-buffer sorting?)
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Yes, it seems to work like an equalizer, those frustum culled hangars don't let the simulation value go crazy anymore. It stays below 20 and seems to be very manageable by the CPU. This shared parser method seems to be ED's version of single pass stereo, a very effective method for VR optimization. Without it, each eye is a separate rendering pass, very costly on CPU/GPU. It should be an option in the VR settings menu and cleaned up by ED. So far i have only troubles with cockpit lighting, heat blur effects and cloud shadows (occasionally).
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Using "options.graphics.stereo_mode_use_shared_parser = true" in autoexec.cfg has a huge impact on DCS's CPU and GPU usage in VR. It enables View Frustum Culling https://4.bp.blogspot.com/-aEj494GokOg/VvG7kQoY1uI/AAAAAAAAAD8/XF9f7fmXMT0QUoPSKbgab7IIeSLiqgTDQ/s1600/3.jpg I have a very simple test scenario, F/A-18 instant mission "Ready On The Ramp" in the Caucasus map. Start it in VR, just look to the right and then to the left. As soon as the hangars on the left side appear in your fov, CPU and GPU usage drop heavily. The GPU drop is extreme. FPS gets cut in half. Check the graphs in my screenshots (3rd pic is with shared_parser enabled). This goes away completely after enabling shared_parser. However, the culling is very rough and not very well tuned by ED. I can see the objects dropping in and out at the edges of the screens in my HMD, some stuff doesn't get rendered properly in both eyes. And it will not bring back those precious stable 45 fps in 2.5.6 :(
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I wonder what those pilots would say if someone cuts their cyclic sticks down to a third of the original length.
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Just watched Pavehawker's stream and witnessed his micro movements on the cyclic, not using trim (the Kiowa has a big switch named "Force Trim")... This is Gazelle FM + bad controls all over again...
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The 2,5 % means only the CPU usage of the running Lua scripts... Nothing to worry about. The video mem counter is bugged/inoperable.
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@HC_Official I just checked real weather info and might have found the problem. On the server it mixes up meter per second with kilometers per hour. This way we always get stuff like 6 meters per second instead of 6 kmh (example sochi: just now). Explains why the wind is always at those high levels. https://en.wikipedia.org/wiki/Beaufort_scale
