

Hoirtel
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Everything posted by Hoirtel
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I wouldn't recommend a Quest2 with a GPU lower than 20 series or 30 series. Q2 needs encoding to send through link and this requires additional GPU power. 20 series + has these encoders built in (for streaming mainly). 10 series do not and suffer with performance. A HP G2 (or other normal PCVR) is a better bet for 10 series cards.
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It is all a bit confusing! The 1.X in oculus slider is an arbitrary estimate of load on your system - just ignore it. Look at the pixel resolution. At its highest this is the full resolution of the Q2, but it can be tough to run. Get this slider to the highest you can first. This is the most important one and affects how others work. Leave DCS PD alone at 1.0. No point in going less than 1 as you are effectively telling oculus to render a higher res than DCS is sending it. Just turn down oculus instead. I don't go higher than 1 as I will look to super sample instead. What you can do is use the oculus debug tool in the oculus support folders (on your install drive) and change the super sampling to over 1, but this is a percentage of what you have set in oculus software so the higher your setting here, the more that will increase with any given step. Again, I don't change this either, as 1.1 is too much for my i9 and 3090 when running oculus at max slider settings (80hz). If you are running less than max then maybe using this to fine tune might be helpful. Oculus tray tool is a third party app that applies settings for you in the debug tool as the debug tool won't remember your changes between shutdowns. I don't use OTT anymore, I prefer just working with the debug tool and updating before each session Screendoor and jaggies are not the same either. Jaggies is my term for the broken straight lines you see, say taxiway markings or the sparkle across buildings and power masts etc. MSAA will reduce this but it costs fps.. Up to you if you want to use it, its very subjective. If you aren't bothered by this then dont use MSAA, you will reap the reward of performance Screendoor is the effect you get with VR headsets and is similar to looking very close to a normal TV screen. Nearly all newer headset including the Q2 screendoor is very, very minimal. There are not settings that can change this. Its related to the physical size of the LCD panels. If you ever use a rift S or CV1 you will see screendoor effect. Its fixed though. So as if all that wasn't enough as Q2 users we have another hurdle which is encoding.. This can be problematic. Set you encode resoultion width to 0 (default), oculus can now control this fully automatically and is the best way. Bitrate, well this can go to 500, but is system dependant. The Q2 doesnt ever use 500, and I have heard this can cause issues. I see no difference at 500 or 350, so I set to 350. I think I have read that the Q2 doesn't really use more than 200. I think the default (0) is around 120 ish, this might work for you, but experiment a little here and see. Also I have modified my FOV multipliers in the oculus debug to to 0.9 on both the horizontal and vertical, I really can't tell a difference unless I measure my FOV but this does help improve performance. If you have settings elsewhere that look good but just dont quite run smoothly, try this. It basically reduces the active size of your displays thus reducing load at any given setting. Hope that helps, its not easy, I have been a VR tweaker for a couple of years now! Sorry if you know any of this already, I'd be interested to hear if anyone has any different experiences or solutions.
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I'm waiting on the YT vid showing a fly over of Akrotiri... with typhoons on the pan...
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Yes I know, it was passed around when the G2 launched as it fixed the issue of terrain loading in differently in different eyes. I switched it to false when I went back to oculus, but just tried again in 2.7 and had a noticeable framerate improvement. Hopefully they can get any issues sorted and include it properly as it seems mostly beneficial at the moment.
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Just updating, I have rebar working now on intel 9th gen and Z390 board (with RTX3090). Very nice and welcome reduction in latency for me as a Quest 2 user. Can't really tell if I get higher fps as I am always locked to either 40 or 80fps (80hz mode), I suspect the actual fps increase is small, but I have a very noticeable improvement in overall latency and therefore smoothness.
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Thanks for your update. My testing with a quest 2 is that enabled improves performance but heat blur renders in one eye. Also some river reflections render in one eye. Quest 2 doesn't seem to suffer with the varying eye terrain rendering issues that the G2 has (I had one and saw this first hand!), but enabled clearly improves performance for me. I had heard that this option was a WIP and was wondering if it had been written into 2.7 properly, but not heard anything about this yet.
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EXPERIMENTAL: Resizable BAR in DCS for NVIDIA RTX 30 Series GPUs
Hoirtel replied to ShaunX's topic in Virtual Reality
Thanks @Twwhitey That was what I had missed! I have now tested my DCS with and without Rebar and I can honestly say it is a good improvement for me. I unfortunately haven't got any helpful frame times to provide quantitative data but I am 100% sure I have seen an improvement in overall latency. I run a Quest 2 (yes.. groan) on a AIB OC'd 3090 with an i9 9900ks. The CPU is overclocked at 5.2ghz on eight cores, 8 threads. Switching off HT allowed me to get a very stable and cool 5.2 overclock with no AVX offset. My system is primarily for DCS so 8 cores is fine. My test is an F16 taking off from Incirlik with ground statics and doing a low right hand pass over Adana before going on to do some low flying across the countryside it then pulls up and does the same at height. I have a cloud pre-set on now too. My main issues with DCS is the ground judder in these situations and while not what I normally do I have found this helpful for tuning and tend to find that the better this is, the better the rest is. Oculus is pretty rubbish at any helpful monitoring, the oculus overlay won't show in DCS and the framerates are always capped at half or full even when ASW is disabled. I have found that with the Q2 I can get this ground judder even when locked at 40fps (my reprojection level), which isn't always what I have found with other headsets. So I am left with a fairly subjective way of testing. As my framerate seems ok I was thinking my bottleneck would be not my CPU or GPU but something else - I have mostly put it down to the link encoding and decoding which is an unfortunate additional bottle neck for this VR (as if I needed another one!). Rebar has definitely improved this for me. I wasn't necessarily tuning to have this run without any judder, but rebar made it very very close. I was very surprised. On the third run I took control of the track and immediately did fast alerion rolls, some minor judder but wow. Pretty good. Of course I then had to see how much more I could get, so I upped viewing distance and MSAA to x4 (x2 is my norm) in various runs. This did bring back the judder but still vastly reduced on previous rebar off runs. I returned to my normal settings - all fine again. Additional the whole game feels smoother now, I have gone on to try other scenarios including one of my other tests which is the supercarrier cold start mission. I don't usually take off but this has always been a very taxing scenario, particularly when the AI jets are taking off and I look toward the island. This again was very smooth. So all in I'm pretty pleased, I'm sure rebar has eased a bottleneck and I will definitely be leaving it on now. Thanks to everyone who has been working on this!! -
EXPERIMENTAL: Resizable BAR in DCS for NVIDIA RTX 30 Series GPUs
Hoirtel replied to ShaunX's topic in Virtual Reality
Hey all. I have just tried to enable ReBar in Nvidia profile inspector (following Luka's YT vid). For my driver, 466.11 I don't see the list of unknown flags at the bottom. There is only one entry, this is the same on the global profile. Nv inspector does seem to be working as everything else is there and I can see my DCS specific settings. I'm pretty sure I'm doing everything else right. Has this process now changed with a the driver update? I could roll the driver back but I wanted to check to see if anyone else has seen this or if I'm missing a step. Thanks -
How did you roll back? When v27 broke my Q2 link I couldn't go back to v26 I had to do a system restore which seemed to fix it. Oculus don't seem to make older versions available from what I can see.
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Seriously!! If you are a VR player I'm very surprised this isn't obvious to you! Try a scattered preset, set with as low a base as you can. Look down on it, just fly straight and level and you will surely see the quite large movement. I think its worse at dawn or dusk, but not sure. I did one dawn flight with scattered clouds, they were all moving so much it was like the pilot had slipped a few tabs of LSD before jumping in the cockpit....
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Not sure what you mean by OQ PD? Do you mean the oculus graphics slider in oculus software. This is neither pixel density or super sampling. If you read into it the max setting is what the Q2 needs for 1:1 resolution due to the barrell distortion corrections needed for VR. You should get this as high as you can before adding anything else. Super sampling is in the oculus debug tool, which is generally thought to be better for performance than DCS PD slider. I use 80hz on max oculus resolution (the slider) and MSAAx2 does really reduce jaggies for me. MSAAx4 is jaggy free which looks pretty good to me, just a bit too much for.my system to handle.
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Maybe results varies depending on oculus graphics slider. Do you have this on max before adding super sampling?
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Try a scattered preset in low light. Clouds dancing all over the shop. I have had some occasions where it's minor but others where its everywhere! Also set a very low cloud base so that they are around the mountains in caucasus. Then you will see it for sure.
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Use DCS system resolution is for the mirror (image on screen) only. I guess it scales the image from a VR shape to the same res as the flat panel settings. Interesting your experience with MSAA. I find it is has a very noticeable impact on alasing. 2x really reduces jaggies, 4x they are basically gone, but with a little softening done and a fairly large perf hit. This could be to do with original render resolution. I have tried to get the same effect with PD or SS and just can't! As I use oculus on max it may make more difference as it's sampling larger frames to begin with.
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I stopped using OTT as I found that sometimes certain settings didn't always register properly. I switched to the dubug tool which is a bit of a pain as most settings don't save, but not too bad to set it up each time. You have to enter your values then hit enter key or they aren't always logged. I find that switching between ASW options best done while link is active.
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It's a good rig atm. But it will get old like they all do one day! I do use ODT or OTT to change your FOV multipliers to 0.9 each one. This is pretty much imperceptible and cuts down the workload while keeping that higher setting smooth.
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Personally in my testing I have found in game PD or oculus SS (ODT/OTT) not to be the best. Always increase oculus graphics slider first before adding anything else. On my 3090 I can use slider at max but adding 1.1 after is too much. It looks great but too.much judder in high demand scenarios. With oculus graphics in max I can read the altitude pressure setting in the f18 (my sort of yardstick!), with next step down oculus graphics slider it's just a little too blurry. I should note that all this is with msaax2 added as I feel that is the best way of reducing jaggies with the least impact x4 is basically jaggie free but things bit soft then too.
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Agreed. I can enjoy them as they are for now minus the jumping. It's pretty bad on some occasion. They are on it. I'm sure it will get fixed it is an beta after all.
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Cloud quality is likely held back in VR otherwise it would be too much for any hardware to do currently. Might have to wait until game engine updates before we see high detailed clouds in VR.
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I've found the the cloud jittering depends on a number of things. I have had it pretty insignificant, but also yesterday tried an early morning broken preset across caucasus as low as it would go. Clouds were mad! Seemed like the pilot was on LSD. I've found the scenery detail slider useful for assisting with the judder you can get flying low over cities, the forest does the same for trees but I can manage it on full with my system. I have set scenery to 0.7. Nice extra controls to have. The scenery is still there but the detail (e.g windows) doesn't load immediately and if you fly past at high speed I don't think it even bothers.
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Can anyone from ED (or anyone that knows) confirm if it recommended to delete this from the autoexec now we have 2.7. I had it as false before with oculus and true when I was using G2. As I understood it was a temp workaround for some VR issues which may well have been resolved now. Just looking to tidy up my DCS now 2.7 is here. Thanks
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I did exactly this with an i9-9900ks @5ghz. Big uplift in performance. I ran rift s at 1.6 SS across both cards as otherwise cockpits just look bad. I didn't see a visual improvement after 1.6 on either card, I think that was the max the rift s can do before it become physically limited by screen res. Rift-s with a 3090 was a very smooth performance. I saw it running at 80fps frequently which almost never happened on 1080ti. I did eventually change to a quest 2 as I wanted rid of the screen door. Q2 is Okay, but takes lots of power due to link encoding/decoding.
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I had that before from 2.5. What I was referring to was the texture glow and unnatural light/shadows inside the cockpits. However its seems that the "illuminate cockpit" checkbox might be working the other way around and so when I next get a chance I will turn this on and apparently that will un-illuminate the cockpit.
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For me it sounds like optimization goes only for "newer" hardware and not for "older". This forcing people to buy also new hardware.