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DayGlow

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Posts posted by DayGlow

  1. The tacan for the ship in the instructions is set to 44x, which is the same for Kutaisi Airbase, so when you go to TACAN to land at the boat you aren't heading anywhere near it. 

  2. I've read there is encoder issues with the 79xx series and quest headsets. People reporting degraded image over link, but very clear over virtual desktop. No idea if it's been fixed or not, but it seems Meta had to do something, not AMD. 

  3. On 10/28/2023 at 7:26 AM, Qcumber said:

    Try setting pixel density to 1.4 or 1.5 and then default settings in QVFR. This gives a good balance on performance and quality with DLSS. The cockpit is sharp for me and landscapes look good. I do however notice differences between maps with regards DLSS artifacts. What CPU and GPU are you using and what headset? 

    Id think it makes more sense to keep pixel density at 1 and increasing it for the foveated region in QVFR

    You're wasting resources with upscaling the whole scene then QV to downscale the peripheral region again

  4. 1 hour ago, SharpeXB said:

    There shouldn’t be player controlled visibility settings. It would wreck multiplayer and divide it up with settings. That’s what happened last time with the Model Enlargement feature. The goal I’m sure is to have a solution that works well enough for everyone. 

    I don't see any issue if it's only to make it smaller than default. Have a slider with 100% as the top so if someone thinks the dots are too big they can reduce them. No advantage is gained this way. 

  5. 11 hours ago, Nedum said:

    This must be something new. AFAIK till today, it's not possible to use DLAA and DLSS at the same time. Is there new information about that?

    DLSS has an "AA" effect, but this effect is not the same as DLAA.

    You can choose DLAA >>or<< DLSS, not both at the same time.

    I believe the grayed out in DCS stand for = not working, not possible to choose.

    Is DLAA cheaper as other AA methods? No! DLAA is all or nothing. It's not like MSAA, where you can choose how much GPU power will be used by choosing 2 times of this effect or more. DLAA is more like SSAA, but it's using special nVidia GPU cores.

    Does it look better; it depends. I would say yes. I would compare it with SSAA and if I compare the used GPU power of both, DLAA needs less GPU power as SSAA.

    Will DLAA look better in DCS as MSAA x 4 = yes, I think so, but for the same or more GPU power usage.

    I would wish we would get TAA. That would be a huge improvement for all GPU brands.

     

    For what I've seen in the Video (@4k) the picture was not as sharp as the one of the older Vids. Especially the F-16 cockpit was looking very blurry for me.

    The 2.9 video shows DLAA had a 10+ fps improvement over MSAA X4 

  6. I've noticed a few posts where people are wasting resources in upscaling while using quad-view DFR. 

     

    For myself I keep the PD at 1 in the debug app and in the Quest desktop app under my headset settings I keep the res slider at x1. I know this goes against conventional thought, but I use DFR, so I increase the foveated supersampling to 1.25-1.5. This way I'm not wasting resources supersampling the whole render only to have DFR downsample it afterwards.  

  7. On 10/4/2023 at 2:49 PM, Tomcat388th said:

    Got everything setup and working this afternoon eye tracking is the bomb I pushed density up to 1.6 in the oculus debug tool just messing around and then got on the 4ya syria server. On the ground 45-50 fps smooth and about 500ft off the ground 72 and never fluctuated. 

    J

    I'd increase the density for the center in the foveated settings file instead. No point wasting resources supersampling the foveated part. 

  8. As a former G2 owner with a QPro now the other thing to consider with FOV is that even though the QPro didn't have a much larger FOV you do get edge to edge clarity with the QPro lenses. 

    When I had my G2 with its small sweet-spot I kept my eyes locked in the middle of the lense and moved my head to look at everything. 

    The QPro you can move your eyes and scan much more naturally. Looking at the HUD a quick glance down works vs bobbing your head up and down. 

  9. I loved the FOV of the 8KX, but the jankyness of the pimax software turned me off. Randomly crashing, or tracking starting to shake, etc. 

     

    It was just too much. Pimax simply promises too much and continuely fails to deliver. 

  10. Sorry, I didn't expect you to fix anything, just wondering if you would have an insight on what would be going on that would affect the mod as a starting point in finding a solution. I understand that you would have no way in changing the mod. 

  11. 31 minutes ago, zildac said:
    36 minutes ago, DayGlow said:
    @mbucchia I have found that the improved dot mod 
    Isn't compatible with foveated rendering. Just wondering if there could be a simple solution to this. If not I probably will choose to go with the foveated rendering with dot labels, just hoping this can be fixed somehow.

    What are you experiencing when you say "not compatible"? I'm running both and haven't noticed any detrimental effect.

    dots aren't visible. I uninstalled the foveated rendering and could see the dots again. doing it back to back and there is a clear difference. Very easy to see if you edit the dot size to something ridiculously large. Very easy to see when DFR is uninstalled, but disappears when I install it again. 

    edit

    I've messed around a bit more and it does work somewhat. It seems to have some weird behavior. I found that any supersampling of the focus area at all makes the dots go away for the most part. By increasing the dot size to something huge I've found that the foveated area shows the huge dots, but the center area doesn't with any supersampling introduced. I was running with 1.5 for the center area, which made the dots disappear completely.

    When I go back to regular-sized dots they are definitely harder to see with no supersampling compared to removing the DFR layer. 

  12. @mbucchia I have found that the improved dot mod 

    Isn't compatible with foveated rendering. Just wondering if there could be a simple solution to this. If not I probably will choose to go with the foveated rendering with dot labels, just hoping this can be fixed somehow.

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