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bernardv

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  1. After some additional testing it looks like setting the right bitrate for air link seems to do the trick. Setting it too high (200) definitely makes it worse, but at 135 for example I can notice the audio and video quality is not optimal. For me 170 looks like the sweet spot - stable and looks good.
  2. I tried the Virtual desktop and when compared to air link I find it to be a cluttered bloated instable mess. It can't even work with DCS without steamVR (which I'm not using), the controls are not mapped properly ... all in all definitely not the direction I want to go. fholgers - another factor that IMO just adds complexity and instability to the equation, thanks but no thanks. I'm looking for a tested and robust setup, not some untested combination of exotic software components. If/when something like hfolgers would actually work properly with DCS, it would get included in open beta at least.
  3. Hi as described under a A-10-C2 bug thread; at high detail situations (e.g. a hi def plane like A10C2 on a cluttered airport scene like Nellis, also returning to Nellis from a mission) DCS tends to freeze (momentary drop in FPS to 0) for a moment, loading the textures I guess. This causes Quest 2 link tracking to go out of sync with DCS somehow. The result is terrible stuttering when looking around in VR. To resolve this one needs to pause the game and take off the headset for a second or two. This resets tracking and after that it's OK, well till the next drop in FPS. This workaround, once you figure it out, is not so terrible, but still I would wish for DCS and Quest 2 (via air link) to be able to cooperate better and not go into these stuttering at all. I guess the software could detect this state and resolve (resync tracking) automatically?
  4. I think I figured this out. Looks like DCS is only able to run VR at 45 or 90 fps (I don't think it can even tell it's a Quest 2 headset, it just assumes it's Rift S). Quest 2 default for Air link is 72 Hz and that doesn't mix well with 45/90. After I switched to 90 Hz in Oculus settings the stuttering went away. Still I have no idea how this didn't affect F18 or any of the FC3 planes, just the A10C2. PS One explanation could be that this resynchronization from 45/90 to 72 takes an extra toll on the GPU. With simpler planes I was at the point where my GPU could still handle this, but with A10C2 it was just the last drop that pushed the GPU over the edge. PPS In the end it looks like it's simply a Quest 2 tracking issue, which occurs under high load of all components involved when using Air Link. If this stuttering starts to happen, the simplest way to resolve it is by just pausing the game and taking the headset off for a second to reset room-scale tracking on Quest level. With lower bit rates, simpler missions and planes, lower rendering resolution this is a non-issue, doesn't happen. With everything cranked up and when the mission starts in some cluttered environment in a more complex plane like A10C2...
  5. I tried out some VR mods some time ago but I removed them soon, restored original bazar folders from backup. Refreshing these shader folders under saved games didn't make any difference. As I noted before; either this plane takes a higher toll on the main CPU thread or it's simply the quality of the textures and the level of detail in the cockpit that take a higher toll on the GPU. Perhaps more than 8 GB of VRAM would be optimal for a clear cockpit view of A10C in VR? Something like 6900 XT? Or can some upcoming Vulkan magic do the trick in the near future?
  6. Here you go. I'm under the impression my settings are quite well optimized, but hey, I might be wrong dcs.log
  7. I've got GTX 1080, Ryzen 5600X, 32 GB RAM, 1T NVMe disk. For VR I'm using Quest 2 (tried both Air and USB link), but it was similar on Rift S. My monitor is LG 32GN600-B with variable refresh rate up to 165Hz set to 120Hz for my Windows desktop. I use DCS in VR only. In an F-18 I get some degraded FPS flying over Dubai for example, otherwise it's fine. In an A10C2 I get low FPS/stuttering right away at any larger airport (Nellis, Dubai ...) when doing startup. On smaller airports and on most of Caucasus map It's much better, basically playable. Again, an F18 is playable everywhere for me.
  8. Hi, I've noticed considerably worse FPS and stuttering when using A-10C2 compared to F-18 for example. This would be on the same map, same starting position on the runway, same settings... This is noticeable in VR in particular, when doing startup on some large airfield for example. Is there any reason for A-10C2 to take significantly more HW resources than F-18 and other planes or is it just implemented in a less optimal way? It is my impression that this module clogs the already clogged main DCS CPU thread even further, but it's just a hunch. Cheers
  9. I mean sure, it's a war sim and war is what it is, but Isn't this title just a bit too cynical for good taste?
  10. Hm, strange. No mods and I'm running 2.7.6.13436, same as you. I tried it in VR and non-VR, didn't make any difference. There are other people complaining about this in the download comments of this campaign (reginald123456 on Sept 23th for example), so I'm not the only one apparently.
  11. I went through the triggers in mission 2 to see what stops the jeep. It's quite complicated actually. The jeep will stop at wpt3 until at least parts of groups of vehicles designated "FD1" and "FD #001" are within the crash site zone (designated "boom" ). The firefighting vehicle from group FD1 designated "Unit #40" will hold at its wpt2 until whole C-130 is within the crash zone. In any case, this firefighter called "Unit #40" from group "FD1" gets stuck there, at the base of the runway and this makes "Follow me" hold forever at its wpt3. I did a bit more clicking around the mission and there are a bunch of other vehicles bound to this same trigger (C-130 within crash zone) - none of them have this issue, only "Unit #40" firefighter gets stuck - might be a bug in DCS, not in the campaign/mission.
  12. In DCS you need every pixel you can get to make out the cockpit dials without zooming in. Having a higher resolution is nothing but a benefit. Super-sampling is basically just compensating the lack of a higher resolution. On Rift S super-sampling is practically a must, because the resolution is really low. On Quest 2 it is considerably better - 40% higher i.e. double number of pixels, so you can probably get by by just using some less costly method, like 2x MSAA (no SS) and the details will still be much clearer. Apart from the resolution difference, Quest 2 will in general put less load on your computers CPU. Not sure if that is a factor, as CPUs usually have plenty of cores available, but still Quest will do all the spatial tracking stuff etc. using it's internal CPU, so you can subtract that load from your computers CPU. You can also use Quest 2 wirelessly ... just buy Quest 2, but add the better strap.
  13. Hi, I noticed that CMS switch is not working as documented. According to the manual short clicks fed/aft left/right should dispense 1/6 flares/chaffs. Long clicks fwd/aft should change programs and depress should activate the program. In reality there is no difference between long and short and the mapping is as follows: left/right changes program, fwd/aft starts/stops program depress activates CMS. I think this is an old mapping, but it is simply not in-line with the manual. Cheers, Bernard I see this is a duplicate, sry.
  14. You need to set terrain object shadows to flat! But you can in turn use better textures, higher vis. range, lens effect, cockpit global illumination, all of this looks much nicer and is relatively inexpensive for the GPU. Also 1.4 super-sampling is quite high, maybe decrease that a bit if you still have problems.
  15. The answer is Quest 2. With Quest 1 there is the issue of video bandwidth it can handle over the link - 150 Mbps, which is pretty low. Soon after the launch of Quest 2 this limitation will be all but gone and there will be no reason to keep Rift S alive as it will be inferior in almost every aspect, even when linked to a PC. Rift S: 1280 x 1440 per eye, 80 Hz Quest 2: 1832 x 1920 per eye, 90 Hz As noted before, the PC link picture shouldn't have any noticeable compression distortion as now there is enough punch to decompress (XR2 chip...) and the link cable has been fiber optic (plus copper for power) all along.
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