

voodooman
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Everything posted by voodooman
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ok. then it wasn't turbulence. i can't think of any reason why that would have happened, but i must say even tough i haven't broke my wings in that kind of situation, i've gotten sudden and unexpected g-lock in similar situation (easing off the stick). maybe the g effects sometimes come with small delay?? my experiences were also in mp enviroment. never offline. or maybe it's the way the cumulative stress (either to plane or pilot) is modelled. luckily this is not something that happens often, so at least im able to "forgive" it to the sim ;)
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which server were you on? i know ACG has wind gusts and turbulence and sometimes they shake your plane quite violently. just a tought...
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DCS Slows from 60, to 30, then back again..
voodooman replied to mastersetter's topic in Game Performance Bugs
11 of february burning skies +30 people in the server frametime avg of 12ms framerate avg 80fps little bit higher setting but frametimes are still acceptable -
DCS Slows from 60, to 30, then back again..
voodooman replied to mastersetter's topic in Game Performance Bugs
I concur fully to try out different values for prerendered frames even without v-sync. and i also prefer non synced frames, but sometimes you DO get the smoothest experience with v-sync. im a tweaker to the core and sometimes i use more time in a week for tweaking and optimizing than gaming itself. for current dcs version i prefer non synced frames. and fps is only secondary what im after, but frametimes i try to get as stable and low as possible. THAT is what really is the thing that gets you the best experience. When you take your focus out of fps and concentrate on frametimes you get to walhalla. every little bit of stutter is visible in the frametimes even when your fps looks stable. And sometimes you get the lowest stable frametimes with v-sync. point being, dont restrict your self to any existing idea of not using or using something. look at the frametimes and try to get them as low as possible. there i have frametimes average 10ms and framerate average +100fps. this is taken third of february in burning skies server. those spikes in the frametime are acceptable in mp enviroment as you cant get rid of spikes caused by people connecting and disconnecting. card is 1070. -
DCS Slows from 60, to 30, then back again..
voodooman replied to mastersetter's topic in Game Performance Bugs
not exactly. just you have to get about 70-80 fps non synced to guarantee 60 fps synced. syncing disrupts the flow of things happening somewhat so it's a drawback no doubt but i wouldnt go as far as saying it's useless. try that triple buffering trick with only 1 prerendered frame, it manages the flow a bit so you might be able to stay 60 better and if you dont, you only drop to 40. it's not nearly as bad as dropping to 30. it's a noticeable difference! Plus! using that trick you save some CPU time, which is never bad thing with this game and can help you even more to stay @ 60 -
DCS Slows from 60, to 30, then back again..
voodooman replied to mastersetter's topic in Game Performance Bugs
with v-sync you have to be able to get fps matching your monitors refreshrate. if your fps drops below monitor Hz you only get half fps. say, your fps drops to 55 with 60Hz monitor, with v-sync enabled you get only 30. in monitoring softwares and their overlays it might seem that you're getting something like 37fps but it's because that fps reading was taken to the overlay from a in fluctuating situation. but in reality, when the fps reading is anything but 60 (60Hz monitor) you are getting only 30. so using v-sync you really MUST get the fps matching you monitor refreshrate ALL the time. then you get silky smooth experience. using triplebuffers you can improve that v-sync situation so that insted of dropping to half fps you only drop to 2/3 fps (so 40 instead of 30 with 60 Hz monitor). but that extra buffer induces input lag. you can minimize or even kill that lag by setting prerendered frames to 1. usually when triplebuffers are in use that 1 prerendered frame is all you need in most cases in my experience since there is allways 1 buffer free to write to (as 2 are occupied because of v-sync). if only 2 framebuffers are in use (normal situation) it's good that there is more than 1 (3 is the default) prerendered frame to be in the queue to that buffer (1 of 2) that just got free to be written on as the double buffer system works little like flipping a card over (1 side is in the screen, the other is written. then it's "flipped" over to the screen, releasing the other side (buffer) to be written. This is normally the fastest way to render 3d images, but this system (double buffer) is very much in need of prerendered frames because you cannot start writing the next buffer untill it's used and "flipped over" to be written to again. this is also why you need to have the frames to mach the refreshrate, as with v-sync, the image is written on both "sides" of the buffer and then put to screen together, so it kind of waits still untill both buffers are written and put to screen, before it starts the process all over again.THIS gives you the lag you notice in FPS games with v-sync on. Now if that fps doesnt keep up with this sequence and you dont have the other buffer written in time (the monitor Hz!!!) you only get half the fps. before this was top and bottom side of the screen, nowdays it can be split to many "stripes" of which half is 1 buffer, the other half the other, thats why you get tearing without v-sync when panning to the sides quickly as the "halfs" get to the screen 1 after another rather than at the same time. -
Frametimes and CPU usage in 2.5 vs 2.2
voodooman replied to voodooman's topic in Game Performance Bugs
@Wolf8312 yeah with your hardware being top in both CPU and GPU there shouldn't be this sort of behaviour. that kind of makes me feel comfortable knowing it's not my hardware that has come to an end, but the game itself that has the problem. Looking at the core loads makes me think ED is trying out some multithreading experiments. which in a way is good, but at current stage that should be kept outside of customer releases, beta or not. internally i of course welcome all such experiments as i would imagine everyone would. it's gonna be needed in the future anyways as single core speeds are not going to go that much beyond 5GHz anytime soon anyways. still im confident that ED will sort this out as they have allways before, but it's a bummer to have to wait for new version since they dont come that often. -
otherwise same settings but trees were 15000 in 2.2, now 58% in 2.5, which gives approximately the same drawing distance. but frametimes in 2.2 were perfect, and now all over the place. Same goes for CPU usage. result = stutters lag spikes etc. First image 2.2, second 2.5 in NORMANDY map. https://postimg.org/image/6zd6lszrf/ https://postimg.org/image/l5sxh3v7v/ core i5 3570K @4.2GHz - GTX 1070 Gaming X @1979&4086GHz - 16Gb Ram CL9 1600MHz I cant believe that i would need 5GHz cpu clocks to run this game properly...something is off. 4 cores at 4.2 loading almost full all the time... there was a 2.1.1 build which had the same problem with frametimes and cpu usage. I did delete fxo and metashaders and options.lua but it did nothing to cure this. edit. cant get the images to load. gonna try different imagehost provider.. edit2. still wont load the images. f it. gonna just put urls in the post.
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^^ video quality 10/10 camera work 10/10 audio recording 10/10 pilot 10/10 plane 10/10 Perfect video!!!!
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@ Art-J I've done some more testing and it seems i can have MIRRORS and Global Illumination ON, and still stay @ 60 FPS with V-Sync. To be exact if you want to stay @60 all the time with V-Sync ON you should stay above 70 without it, preferably above 80 fps. Dunno why there has to be that extra 10-20 fps "safe buffer" without V-sync to stay @ 60 with it, but that's how it seems to be atm. BUT, those fraction of a second pauses or micro lag spikes, that I still get sometimes no matter what, are noticeable more frequent with Global Illumination ON. The mirrors i keep on even though they have a slight negative effect in a similar manner, but i can live with it. So i will be playing without GI for now at least, we'll see how the game improves in time. besides for me it brings mostly just more saturation, that im not a big fan of in any games. IMO most games have way too much saturation especially in dark colours, and i dont like it. i know it's there to fight the "light bleed" (of LCD motitors) for dark surfaces/dark enviroments. But in bright daylight (in game world), it doesnt seem right to me. maybe because my eyes are old or because i play in pitch black room where the monitor is the only source of light, or that my motitor is a LED type. whatever, but it's not my cup of tea. And if I would want to have it, my monitors gaming mode does pretty much the same thing without any fps cost. but because of my preference i use photo mode instead, for me it makes the lighting feel more natural. Threfore i suggest to try out what you can achieve with your monitor settings combined with the gamma slider ingame, you might be surprised how much you can improve the visuals without any fps cost ;) But the point being, have the global illumination on if you wish but it propably affects the smoothness of the gameplay somewhat. That's why I dont update the settings in the first post with the mirrors and GI (even tough I decided to have the mirrors on), those settings are to get the smoothest possible gameplay with the GTX 1070. Best wishes Voodooman
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@burning bridges visibility ultra = visibility range affects vram and ram. i have enough both to have it on ultra and even some to spare. this thread is for gtx1070 and 16gigs of ram is generally recommended. 8gb vram of 1070 and 16gb system ram CAN handle ultra with other settings as mentioned in the 1st post. Global illumination = i like it better without it. heat blur = huge fps killer in airfields with jets taxiing and taking off and what you mean the graphs are not labeled? every graph is labeled at the top right corner of each column.
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Settings in 1st post updated. I find it odd that some people are still having serious issues with the latest version, ie stutters and freezes. I dont know what is different in my end and why i get good gaming experience. maybe because my GPU usage stays very constantly around 80% and my cpu usage doesn't peak to 100% either. i do use unpark CPU cores app that you can find here: http://www.coderbag.com/programming-c/disable-cpu-core-parking-utility other than that the only advice i can give is; lower your settings so that your gpu and cpu doesn't reach 100% usage during your game session, at least for the most time of it.
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1 sortie @ Burking Skies. Take off, 1 fight, and landing.
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4x P-51 vs 4x bf109 OFFLINE From airstart to my landing (didn't wait for the AI to land)
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Happy to report that the latest DCS version 2.1.1.11317.285 runs very good and smooth with default Nvidia control panel settings with the latest Nvidia drivers 388.13. The micro stutter when panning slowly or when looking to your sides flying low is gone. previously i needed triple buffering and prerendered frames set to 1 to achieve this. v-sync is enabled via game settings and seems to work as it is. tested both single player (4 P-51's vs 4 109's) and multiplayer. MSI Afterburber statistics of both tests in the next posts.
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what about making (all) them respawn 5 minutes after destruction of last aaa unit? that way you could "have your cake and eat it" meaning there would be the "destroy them" challenge but without possibility to "stay and loiter to vulch starting/spawning planes"
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@MegOhm SD you're welcome! Could you post your findings with default vs my settings, mainly on the micro stutter issue when looking to your sides, and when panning around slowly with track ir? i'd like to get as much info as possible to find out causes to stutters and lag. just a side note: as soon as airborne it is good to look around 360 degrees (180 deg both sides) with max zoom to get all the textures loaded in vram. then you know if the (possible) stutters/lags are something else than just loading textures from disk to vram. your cpu seems faster than mine, and you are using ssd's in raid, and your card is also faster, so if you get away without stutters with default nvidia settings and w/o v-sync, i get more of an idea what is causing these stutters for me, and possibly others. thanks! S!
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latest version runs well without v-sync and with default settings in nvidia control panel, fps stays relatively high, average 90 in multiplayer and track ir reacts very fast without lag. but panning slowly still has slight micro stutter. also looking to the side (looking at passing ground textures) i get the micro stutter. basically slow moving graphics in your field of view stutters :( so if you dont use v-sync and use track ir so that you pan quickly to a point, and then move your pov to a new point again quickly, and you dont mind slight stutter when lookin to your sides, you're well off with default settings. however if you like to look around panning slowly like me, and look at the beatiful scenery passing by (to your sides), the smoothest experience is still achieved with v-sync on (in game) and settings prerendered frames to 1 and enabling triple buffering (Nvidia CP). disabling AA gamma correction at least in theory reduces some memory bandwidth usage that increases slightly from enabling triple buffering, and as disabling it doesn't have any negative effects i would disable it if triple buffers is in use. disabling trilinear optimation keeps the work flow of the gpu more stable as it prevents altering between trilinear and bilinear filtering. i would disable it if you use triple buffering so that every frame in (all) buffers is the same. for the same reason i suggest using "every frame" option in res.of cockpit displays(in game settings) if triple buffers is in use. as an addition to settings posted originally you might want to try out enabling MFAA in nvidia control panel. i find that with in game AA set to 2 you get nearly level 4 AA with it, without any, or with very small performance hit.
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NumEnter for "Zoom normal" (Options Controls) - Spit IX
voodooman replied to DieHard's topic in Bugs and Problems
^^no here's how to do it: copy folder: View, from game root, config, to: C:\Users\USERNAME\Saved Games\DCS.openalpha\Config inside that folder, RENAME SnapViewsDefault.lua TO SnapViews.lua In the snapview.lua find: SnapViews["P-51D"] the last set of values [13] = {--default view viewAngle = 80.000000,--FOV hAngle = 0.000000, vAngle = -9.500000, --view look down angle up/down x_trans = 0.120000, --head position in cockpit, front/back y_trans = 0.059000, --head position in cockpit, up/down z_trans = 0.000000, rollAngle = 0.000000, not sure do you mean the default zoom value (fov) or head position but there you can adjust both to your liking;) -
this is a very good advice. look at the weight of the fuel, not %. one really good dcs P-51 pilot once told me: "if you want to learn to fly the mustang, learn to fly it slow". now that is a really good advice. flying it slow teaches you how your throttle affects controlling the plane. reducing and increasing throttle usually requires correcting inputs on other axises. minimal but crucial corrections, especially with high aoa. you propably would feel the need for them in your a** irl, but since you dont feel anything in sim, it's hard to learn it.
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So how does one beat the AI in the quick mission with 51?
voodooman replied to Campbell's topic in DCS: P-51D Mustang
there is at least dozen occasions in both tracks where human pilot would have gotten me. the ai doesn't recognise often that all it has to do is continue turning, or just slow down instead of starting a climb. this is the lack of creativity that i mean when i said it's only attribute is unnatural ability to turn and climb. when the ai goes for climb, i extend, and try to look when it's slowest in it's turn/climb and start a hard turn, to force it to maneuver when slow and taking away little bit of it's acceleration advantage. i aim for the belly side to get our circles off plane of each other ("olympic rings") in case it doens't climb and just turns. that sometimes gives me a shot from my off plane circle, but usually it makes it climb. and when i notice that it starts to climb low in energy, and my position is optimal for attack, i use all the energy that i have to get a shot. if you look at the tracks with 109's external view and F5 (closest aircraft padlock) you see what i do and why it works. i dont consider this a dogfight practice as it wouldn't work against human pilot, merely as a videogame where i fly a plane, enjoying the challenge that the ufo ai ace gives me. for me it's fun:D -
So how does one beat the AI in the quick mission with 51?
voodooman replied to Campbell's topic in DCS: P-51D Mustang
yes it is a ufo. but that's it's only attribute unfortunately. if it wouldn't be ufo, it would be too easy to defeat. the ai simply cant be creative enough to match human opponent in such a diverse enviroment what dogfight really is. not with the computing power that's left to our pc's from the other physics modelling. and you, in time would learn the way it fights and the challenge would be gone then. so in a way im happy that it is a ufo. im afraid this will never chance, the fact that it isnt more human like. as we allways want something else more, eye candy, more detailed damage and weapon model, etc. there will never be enough computing power dedicated to the ai that it would become more human like. i personally like to fly against it only because it's hard. i know it's not realistic, and i have no illusions that learning to defeat it would make me any better against human pilots. maybe it teaches me thing or two about my own flying, meaning controlling the aircraft, but that's all. human opponents are, and i believe, will stay forever the best learning tool if you want to learn how to dogfight. and air combat in general, is much more than just "fancy pilot shit", alltough that's propably the thing that has gotten most of us to combat flight sims in the beginning as it's romantic by it's nature:smilewink: and the thing we like about movies and books. in reality it's more about being smart and avoiding unnecessary risks. -
So how does one beat the AI in the quick mission with 51?
voodooman replied to Campbell's topic in DCS: P-51D Mustang
you are absolutely right mmj! my mistake. i totally got them mixed up :cry: -
So how does one beat the AI in the quick mission with 51?
voodooman replied to Campbell's topic in DCS: P-51D Mustang
here's the mission if you want to try it out ;) but i warn you, you go against 109 ace ai that comes for you from 2 kilometers, and you start from ground with cold engine, hehe, just to make it interesting:D Normandy ramp start P-51vs109.miz -
So how does one beat the AI in the quick mission with 51?
voodooman replied to Campbell's topic in DCS: P-51D Mustang
here are 2 tracks against the mighty 109 AI Exellent. apologies about the zip file, they were just over 5mb limit for tracks so i had to zip them. crappy shooting in the -E one, i had so many opportunities to kill him :( but i think i got the moral victory still as i hit him, got his aileron and some other hits, and he didn't hit me once. prepared to be bored as it takes ages as he runs out of fuel (150liters on both aircraft). but it still shows the tactics that work against the ai, so it might have some educational value..? it's hard to shoot head on against the sniper ai, but on the other one i got him properly:D one must just remember to not be 100% head on to survive against the sniper ai. you'll see that even against the AI ACE it's possible to hold your own in the P-51. just remember, turn radius wins in 2 circle fight, and start your turns when he's slowest in his turn/climb. dont try to engage with every pass, wait for the golden opportunity ;) it's not easy i tell you, but it's the only thing i do offline in dcs, and im pretty seasoned against the 109 AI Exellent. vs 109 ace cold.zip vs 109 ace cold -E.zip