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Qiou87

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About Qiou87

  • Birthday 09/19/1987

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  • Flight Simulators
    DCS World
  • Location
    France

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  1. This is very exciting. I would love a teaser/trailer for the campaign! You can count on me to buy it, my favorite module on my favorite map from a highly regarded campaign maker, that sounds exactly like what I was looking for. Thank you for all the hard work!
  2. I feel like I should give my 2 cents at the risk of being seen as an inferior pilot. I've been called worse things anyway so it's fine. Let me say upfront that the work you did for this campaign is nothing short of excellent. Definitely up there with the best campaign makers, the immersion, the briefings, kneeboards, variety of missions, you did a fantastic job. It just made me realize something. I love the simplicity of the F-16C usually, it's an aircraft I know quite well and have almost 200h in. Most of those hours in multiplayer, either A-A or A-G. However, and this is important, I almost exclusively use Harms, AGMs, CBUs and GBUs with this aircraft. I just never got bothered by the Mavericks and this has clearly let me down in your campaign. In our large multiplayer engagements, I will perform SEAD/DEAD happily, but exclusively with the weapons I mentioned. I play at the end of a long workday and once kids are asleep, therefore having to sit and wait 5min for those damn missiles to warm up so I can boresight them is tedious. Then if I don't do it perfectly, once at 10,000ft and 8nm away from a target it won't line up perfectly and the maverick won't lock, needing some fiddling about manually... and there goes the "Missile! Missile!" warning. It's just a very tedious weapon to use compared to any of the other ones where you find the target (with HAD, TPOD or Radar), lock the target with a simple TMS up and shoot. The extra hand-off and alignment step makes it especially annoying, and I'd love to just be able to lob a GBU-38 at the damn SA-8 instead. I understand that by training I could eventually learn to master those damn missiles. They are not really "casual player friendly" though, even though almost everything else in this aircraft is. As a result I found myself failing a couple of missions (shot down) and a bit annoyed. I went as far as mission 9. There is nothing wrong with this campaign, and as the first one for the F-16C, I am happy that I bought it. It is of excellent quality and brought me quite some hours of fun. I am just too poor of a pilot and especially I just hate those Mavs just too damn much to finish it. I have no regret buying this campaign and can only recommend it - but make sure you are comfortable using Mavericks in the F-16C beforehand to avoid the frustration I had.
  3. I would be interested to know if the planned system for the high res assets will also make its way to the WW2 assets pack, with low def versions in game by default and paying customers seeing high res ones. It would be a game changer for WW2 if the assets weren’t a barrier to entry anymore.
  4. Reprojection is similar, in concept, to DLSS frame generation (a.k.a "DLSS 3.0"). What is being discussed here, since people refer to upscaling, is DLSS 2.5 or "Super sampling", which is rendering the game in a lower resolution (to get extra FPS) then applying an upscaling using deep learning to make it look better than normal upscaling. I don't see why reprojection and upscaling wouldn't work together, however I do agree that frame generation and reprojection would potentially cause issues if used simultaneously. But here we would run in other issues, such as the fact that frame generation as implemented today adds latency (you get 100fps but the latency is actually slightly worse than if running at 50fps). Latency in VR is vomit-inducing and overall a big no-no. I am deeply curious how DLSS will be implemented in DCS, and what we get out of it in VR. Will it be better AA through DLAA (let's face it, today's MSAA is difficult to apply for VR as it eats performance too much, and running without adds a ton of shimering), is frame generation even going to be implemented? Will DLSS in VR be less bad than in "the other sim" (my own experience reflects that of others before in this topic : it isn't doing much for framerate and visuals were horrible)? We will see. The issue with DLSS is that it is "cleaning up" the image using deep learning, but probably doing so using standard gameplay on pancake. Once you start to have the player's viewpoint moving on 6 axis at the same time, with unpredictable head movement on all axis simultaneously, it becomes very difficult to predict the next frame and therefore use all those fancy IA techniques...
  5. One thing I didn't see mentioned, but T/W is not a constant. As you fly it will actually continously evolve, as thrust is not the same at all altitudes, atmospheric conditions and flight profiles as has been explained, and weight also varies a lot for a fighter jet depending on configuration and fuel load (T/W will actually slightly improve at sea level as you burn your fuel...). So the T/W ratio of your aircraft upon take-off is changing constantly as you pull the nose up and gain altitude rapidly. This is often misunderstood as websites with limited technical background like to produce baitclick lists of "thrust-to-weight ratios of fighter aircraft" and whatnot, presenting fixed values based on theoretical values from brochures. This sadly propagates a deep misunderstanding among the public and enthousiasts about what to expect from a fighter jet. I would also like to add that our Hornet's flight model has been tested with the help of former Hornet pilots and it seems to be quite a close match. Of course, no simulation is going to be 100% accurate, but if it's close enough for them, it's close enough for me. I'll take their word over my "impressions based on a YT video" anyday.
  6. I like how some people consider their own experience on a first release, early access map, as valid for all "VR users". Your mileage may vary and optimizations will come down the line. I flew 1 hour over Paris and London yesterday, as low as my Mi-24 would go, and it was really smooth. Certainly on par with other large cities in other maps, and a great overall experience. I feel sorry for those with bad FPS despite better rigs than mine. But please don't generalize your personal case for everyone.
  7. I think you need to manage your expectations. DLSS can be tried in VR in the popular civilian sim (it's on their subscription if you just want to try it for a low price and see for yourself) and it basically is a mess at least in my experience but I also saw it reflected in many comments : limited performance improvements (probably due to CPU bottleneck -> this is why we will first have some multithreading in DCS), huge degradation of readability for the dials and screens. I also encountered more artifacts that I do when using DLSS on pancake, which could be related with the fact that the prediction algorithm has a hard time to adapt to multiple axis and constant movement due to head tracking, but also with the fact that some of the scene (cockpit) is static while the world moves, sometimes at high speed, through the cockpit windows. I am eager to try out DLSS in DCS and I sincerely hope their implementation is better. But I will not expect a big improvement for VR based on my experience.
  8. F1EE hopefully. It was announced for "the next OB patch". Don't think multithreading appears in OB until at least end of Q1, optimistically.
  9. Hope it also prevents AI crashing when they fly formation with you and you land. It has happened to me on some occasions that my wingman will follow my approach and forget to go around, simply crashing behind me.
  10. You realize I posted 10 hours BEFORE the newsletter was out, right? Still, the fact they will "investigate" does not explain why they decided to go for DLSS over FSR from the start. DLSS is exclusive to nVidia, whereas FSR would have worked with ALL GPUs. They might have their reasons: I was just curious to know about them.
  11. DLSS in VR is a different beast than pancake and I assume it will be in DCS as well. In pancake your point of view does not change fast on multiple axes ; even with trackIR you move left/right and up/down in a predictable way, but with a VR headset your head naturally has slight movement on multiple axes at the same time - unless you are a robot. These slight movements probably generate difficulties for the algorithm to "guess" frames and missing details. I would very much love to read an in-depth analysis why DLSS VR generates so much blurriness in that other flight sim especially in the cockpit and is basically unusable. I am curious why ED went for DLSS and not FSR which would have worked on nVidia but also AMD and Intel hardware. Are we going to see RTX effects in 2024?
  12. Will it though? I experienced DLSS in VR in "that other popular civilian flight sim" and I found it very lackluster. Dials became unreadable and overall the picture in my Reverb G2 was very blurry despite using "Quality" preset. The increase in smoothness wasn't all that great either, probably due to CPU bottleneck (even if my 5600X is no slouch). It basically looked like I had lowered the render target of the headset (I know how DLSS works and that is basically what it does, however the machine-learning-assisted upscaling should bring back most of the detail, which did not happen for me). Fully agree about multithreading to remove CPU bottleneck. However for graphics, although I do enjoy DLSS on pancake as I barely notice a difference visually but see benefits to power usage and/or smoothness, DLSS on VR has so far NOT impressed me.
  13. I made a short track to show the problem, after I noticed it in a large mission. You can see 3 plane types in my track: Mig21, Mig23 and Mig29. All are set to "CAP" mission. - Mig21: when no option is set for "reaction to threats", the plane dives and crashes when entering the SAM detection range. If option "When missile fired" is set for "reaction to threats", the aircraft does not crash (the solo Mig21 has this option enabled) - Mig23: same behavior as Mig21 - Mig29: continues with no reaction when entering SAM detection range (similar to Mig21 when set to "when missile fired") In my opinion the default AI behavior for some AI planes like Mig21 and Mig23 when entering SAM threat range is probably wrong and the IA tries to hide from the SAM by going for the deck. There is also a wrong AI control of the plane, obviously, as it hits the ground before recovering. I tried to show this with 3 different AI aircraft to show the problem is not specific only to the Mig21 AI flight model, as the same happens with Mig23. MiGs_suicidaire.trk
  14. Understood. Seems to be something weird on the Steam shop, as in EUR the Tomcat is at 74€ and the F1 at 78,69€ before rebate (62,95€ after rebate). So the Tomcat doesn't have the same base price on the Steam shop and official DCS shop. I agree, you seem to be getting a very bad deal in your currency. However your original message did not mention Steam, or your local currency, so you can understand my confusion - by default I would assume that we speak about the official store and their official currency. I am also not happy about the currency situation, used to be that I could get quite a decent discount by paying in USD with EUR, today the exchange rate is terrible.
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