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voodooman

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Everything posted by voodooman

  1. tonight at burning skies with 16 pilots in game. was in few really awesome furballs and everything was really smooth. the image is from third flight at the server.
  2. first off, it makes me very glad to hear that i have been able to be of help atleast to some of you :) secondly, i been trying out different setting in Nvidia controlpanel again after the new update, and it seems that setting the prerendered frames to 1 still has the biggest positive effect. triple buffers are more important, more often your fps drops below your screen refreshrate (with me 60Hz = 60 fps) when v-sync is enabled. alltough i seem to get slightly smoother track ir panning with it even when frames stay stable. about the gamma correction, im not sure if it has any value to set it off anymore, but i feel the hud/sight glass has less "flaming" on it's edges when it's off, so im keeping it off. The trilinear optimization off, i honestly don't see any benefits from it that i could point out, but no negatives either so im keeping it off as i dont use any anisotropic filtering, and that leaves the filtering to trilinear alone, so setting it off keeps it trilinear allways, instead of altering between bilinear and trilinear. i think it might help to reduce stutters sometimes, even tough im not 100% sure of it. tried without v-sync and noticed that even tough generally i get better frames with this new build, i get these sudden fps drops to 20's! (when with v-sync it never goes that low), and my gpu clocks go down with the fps during these drops, which i find very odd. it would suggest that cpu is bottlenecking when trying to keep higher frames, but cpu loads still never reach 100% and the drops are not there when v-sync is enabled. so i would call it "processing bottlenecking" rather than processor bottlenecking, and i'd say it's code related more than hardware related. i aslo noticed that the cpu cores (4) in my build get more even loads with the new build than the previous when v-sync is not enabled, especially when flying low, and with other aircraft visible. 1 core is still clearly dominant and another still slightly above the remaining 2, but the remaining 2 seem reacting more than before. propably ED is trying different things to optimize the cpu usage to get higher frames. so far it produces these drops for me, but im sure in the future we will benefit from these experiments, that's what alpha builds are for anyways. thanks for your feedback, I keep testing with every build and report my findings.
  3. the AI never changes it's mind after deciding "nose flow" or "tailflow" (1 circle vs 2 circle fight). if it goes for noseflow (as it most often do) you go for tail flow and use that to your advantage. as you propably know. in tail flow turn radius wins, in nose flow turn rate wins. anyway thats how i get the 109 ai most often.
  4. im getting lower frames in the server than other servers, like in burning skies. i have vsync enabled and i stay 60 fps on other servers, in blue flag server i get around 45 fps. max cpu core load was 77% max gpu usage was 80% max gpu memory load was 7562mb (out of 8165mb) max ram usage was 7550mb (out of 16000mb) max pagefile usage was 13633mb (system managed) i find that odd since these are same usages i get flying in burning skies. edit. tried with v-sync off on both servers. blue flag and burning skies. blue flag fps was the same as mentioned before, around 45-55fps. burning skies on the other hand i got 75-85fps. max gpu load 100% even avg was above 90% all the time. cpu load was higher in burning skies, i believe due the higher fps. i got 2(!) cores loading avg 65%, their max loads were 93% and 94% why isn't my system getting the same loads in blue flag?? about the same amount of people in both at the time of testing. strange..
  5. the word "reflect" in the file..umm.. could it be the reflections of cockpit instruments as it is with the mustang? dont have A10C so i cant help, but the Mustang had the tint in the p51d-cpt_glass_dif.dds as you know, so maybe look for a word "dif" in the dds files? also maybe look for a file that has white alpha layer as the one with mustang? sorry that cant be more of help:(
  6. here's a less tinted glass. left the collimator reflector (hud glass) tinted but not as severe as by default. just so that you can see the sights against bright background. https://www.dropbox.com/s/m81mtgpbz39vpga/P-51%20clear%20cockpit%20glass.rar?dl=0
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  7. Beat you to it:) here's a less tinted glass. left the collimator reflector (hud glass) tinted but not as severe as by default. just so that you can see the sights even against bright background. https://www.dropbox.com/s/m81mtgpbz39vpga/P-51%20clear%20cockpit%20glass.rar?dl=0
  8. i take off with 48" map / 3000 rpm, i stay with that untill everything is on green. i keep the speed up until then, only after everything is on green i start to climb. i never go wep below 300mph, if my plane is heavy i dont wep, no matter the speed. both levers full front (ram air and cold). i prime and dillute oil before start about 2 seconds both (starts like a dream). this is my recipe for keeping the engine running. works ok'ish. i still get random engine blows without any indication of problem (everything on green, map <61" speed above 300 mph) could be that i have broken some of these "rules" during fight, as i cant allways be watching the gauges, but sometimes i could swear that i didn't deviate from the above mentioned quidelines.
  9. thank you guys for your kind words:) i have no doubt that the current issue will be fixed by devs in no time. and i know they have a lot on their plate atm. that was the reason i released the fix in the first place. secondly i really appreciate how early they let us in on the (normandy) map, knowing there's gonna be lots of stuff unfinished, making people complain about this and that. i REALLY love the map and i'm very exited about it, and about what's to come. that said, i would have liked to increase the cockpit reflections saturation a bit too as i remember how nicely visible they were when DCS was still in dx9. i found it helpful to keep the plane coordinated when nothing else of the cockpit was visible (when looking up). i guess by hiding the file, they wanted to eliminate the possibility of the glass getting too "see thru" to give unfair advantage to those using "clean canopy" mods vs users with unmodded game. well.. im gonna be playing the game whatever it is like:D, i would play it if it were only half of what it is now, as would propably most of you too:smilewink: see you in the skies! S!
  10. settings edited for 2.1.1 basically i can now have cockpit shadows on @ medium and still have constant 60 fps, which is great!!!!
  11. these are obsolete with the current build. they decided to hide the: p51d-cpt_glass.tga.dds so it cant be modded. dont know why.. i was just trying to help... with the current build 2.1.1 the hud edges are allmost invisible, which has gotten some people to complain about it in the forums. I would have loved to edit the alphachannel around the edges to make them visible again. I have time on my hands atm and could have used it to fix it. would have given right to use it in game as well...but.. oh well... it is what it is..
  12. yes. server is down
  13. Thanks for this! I smiled trough the video, and my respect for the guys who flew/fly this thing IRL went up a notch, again :D those two pilots in the video truly were humble guys and seemed really nice fellas. and she is a beauty, isn't she?
  14. if you dont restrict the y saturation the center of screen will go further than 90 deg up. but it also messes up the center when you return your head to look straight ahead again (at least for me). i think it is very important to not let the center exeed the lift vector as you want to know exactly when the bandit has gone past it (the lift vector). it's when you have to start thinking of something else than just pulling towards the enemy, you are losing the fight (in luftberry).
  15. snapviews.lua: [13] = {--default view viewAngle = 82.408798,--FOV hAngle = 0.000000, vAngle = -1.455000, -- this is 9.5 by default. lower that 9.5 and you see further up x_trans = 0.098000, y_trans = 0.055450, z_trans = 0.000000, rollAngle = 0.000000, with that low as 1.455 you should restrict the track ir y saturation to 88
  16. wow! simply amazing! i wish im doing something as cool as this when im old (alltough i seriously doubt that i'll ever get to be THAT old :D)
  17. about the look up limitation. i think the angle is limited (hardcoded) to 90 deg. which means center of your screen goes up to 90 deg, which means that the (upper) edge of your screen should be 100 deg or so. well why does it not feel like it does?? here's the thing.. the look down angle is by default 9.5 deg (vAngle in snapviews.lua). THAT restricts it to feel so less than straight up. i have never understood the 9.5 deg look down angle. if sitting on normal office chair and desk and the monitor sits low(!) on the table, maybe your eyes are looking down 9.5 degs to the center of the screen. BUT how many of you are looking down your monitor in that steep angle?? that's why i corrected mine to 1.5 deg as i have my monitor pretty much level with my eyes, just a tad bit lower. i think the look down angle 9.5 is a relic from time when monitors were small and had no height adjustement. if you go about it, you will have to lower the pilots head a bit (y_trans in snapviews.lua) or you might not see the sights. basically you raise the pilots chin up and shorten the spine a bit. voila!
  18. @Vlerkies unfortunately i dont have 1.5 installed anymore, but i pretty much remember how it run. with 1.5 i had everything in nvidia controlpanel default. i had msaa x8 and anisotropicfiltering x16, but no shadows at all. i had to keep them off to guarantee 60fps. when i had shadows enabled the fps dropped and so did gpu clocks with it(!?) when looking at shadow infested scenery. it was as it (the gpu) couldn't do anything to keep the frames up so it down cloked by it self to what was needed to output the fps the game engine gave it. that made the gpu usage graph to be very erratic. other graphs were pretty much as flat as these with DCSW2 i tried even forcing the clockspeeds to stay high but it did nothing in the fps drop situations. fps still dropped, only my gpu temps were higher cause of the forced clocks so i just kept the shadow off. sorry for not being able to help more. my ssd is so full now i dont have the space for 1.5 install :(
  19. just a quickfix for the dark smutches (collimator projector lens reflection) in hud. remember not to report bugs with this in use!!!! im sure it will be fixed by the devs in no time, this is just for untill then. didn't bother to make it a mod, its just the file/s, installation text file included. i had the file open in photoshop so i tought; what the hell :) and made few versions - fix - fix with clean canopy - fix with clean canopy without scratches (might give you few fps?) https://www.dropbox.com/s/1dte6nykhjore25/P-51%20hud%20fix%20open%20alpha.rar?dl=0 edit. tried them all just now with low sun. i like the last one best. reflections are visible and the game looks absolutely fantastic!! it's like the sunlight gets thru the glass into the cockpit and those gauge edges are even more shiny :)
  20. thank you guys for your feedback. i keep this thread alive and update the settings if needed, atleast untill we are out of alpha. hopefully shadows get optimized so that it would not cause such a drop in performance. also i hope that the code gets optimized so that we could drop the triple buffering. that 1 prerendered frame + triplebuffer is a great trick to calm things down if they are too erratic. but that's just what it does, calms(slows) things down, so basically it's still something that we would be better off without. but im happy that atleast some of you have gotten some benefit of this thread. see you in the skies! S!
  21. 30 min sortie @burning skies normandy
  22. updated settings in the first post.
  23. updated settings in the first post, that give me the best performance with the latest patch i had to funnily set deferred shading off, load game, exit, and change it back on to get the game smooth again. it's propably just me fiddling everything back and fort that got it somehow mixed up and lagging like crazy. @hiromachi, sweet! i bet you can have cockpit shadows fully on and still be smooth as silk.
  24. @onlyfordcs: shadows flat is basically no shadows in cockpit, or they are allmost unnoticeable, i would say. definately cockpit frame shadows are absent. sometimes it's hard to say when shadows are set to flat, wheter it's shadows that darken the cockpit or hdr, or just the fact that sunlight doesnt hit the cockpit textures.
  25. oh sorry about that. it's 1920x1080 and a 60Hz monitor. and i didnt notice anything strange with that scale ui setting..
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