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File under interesting, anal retentive modeling, less than top priority... Video: Luxembourg helicopter trims tree. Before takeoff, rotor clearly fully spun up, near complete absence of dusting and then sudden heavy dusting accompanied by audio change (collective pull?). This real life example may or may not be extreme: Again, almost complete absence of dust cloud until collective pull. Makes sense, only with collective does the heavy down wash starts. All helicopters obviously. Connect dust cloud graphics intensity to collective pull. Checked of course, landed on grass, in DCS ground dust cloud identical whatever collective setting. Update: Observed: Dust cloud graphics is gradual and proportional to (only?) rotor rpm. Fix: Make dust cloud proportional to BOTH rotor rpm AND collective setting. Ie max dust cloud at max rpm with max collective raise. But also max rpm with zero collective would result in minimal to no dust cloud as in video. Video deleted. Same video, cut for time(?) but still shows the point, no collective = no dust, collective = dust. https://today.rtl.lu/news/luxembourg/a/2306561.html
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Hey Guys got a Problem with my Valve Index, It looks like their is a strong shimmer since some updates and i cannot get rid of it. The cockpit dials look pretty blurry after like 30 to 50 cm distanz between my Eyes and the Object/Dial/Text The trees and fences, edges of buildings are shimmering alot. This makes the Image sometimes really blurry and unconfertable to fly. I tried to play around with Steam VR, DCS Settings, OpenXR and Nvidia Controll App but nothing changed really just gained and lost Performance! Depends on the Area i have mostly 35 to 45 FPS never hit more then 45 ever no matter what guide i followed anyway so iam fine with that. I tested PD in Steam VR from 100% up to 170% also tried this in DCS only. Played with the SHadow settings at all Shadow settings its the same thing accept of OFF, Medium and Low the Shadows start clipping and flicker. I dont want to fly without shadows tbh cause the Game looks like 2005 then, sorry guys Do you have any Ideas how i can reduce it or even get rid of that? If you need more details iam glad to help. Thanks in advance Sky RTX 4070 Super Ti, CPU, Ryzen 9 5950X, 64GB Ram, 1TB M2 SSD with only DCS on it Valve Index
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Flying F-18 and Wingman, Singleplayer, VR mode, Last DCS update released January 20: Aircraft AI. S-3B refueling lights in VR is always broken. Wingman problem during refueling the filling time is too long or stuck with S-3B and also KC 135 , if you have the third wingman it gets stuck in the refueling phase without releasing anymore.
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Hey everyone, I have the following problem: even though I have all possible settings for anti-aliasing enabled, my image still looks extremely pixelated. This issue has only started happening recently. Has anyone experienced the same issue or is this normal at this resolution?
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AI aircraft now get stuck at the tanker with this latest patch. The attached trk is a training mission I have been using for a while now without problems until now. Takeoff from carrier, go bomb something at the island target range, hit a kc-130 for some gas, then go south and do some air to air with the air force, back to the ship at the end of a 1:15 cycle, with other ai flights doing their own 'training' too. The other ai flight of this cycle used to do their thing just fine at the tanker and then leave so that my flight can get a drink. Now with this new patch, ai aircraft are getting stuck at the tanker and not leaving. That F18 on the right drogue is totally stuck there. Also, this new 25-degree bank turn feature for refueling aircraft is completely unrealistic and makes a hard task unrealistically harder than it needs to be. According to ATP-56A, the NATO air to air refueling manual, the anchor pattern should be 50nm minimum length, and 20nm wide. 20 nautical miles wide. These tight 25-degree bank turns do not make a 20nm mile wide holding pattern (Annex 4A, Figure 4A Anchor Pattern). The previous 10-degree bank turns were much more realistic for a tanker in a tanker track. Please undo whatever these recent updates were and just go back to the old code. Refueling worked much better before than with these 'improvements' the last couple of patches. Please. RefuellingBug_.trk
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Having a problem with a few missions where AI aircraft either get right to the probe and won't connect or they seem to just refuel forever without finishing since the last patch. Am I special or is anybody else seeing this as well?
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Hey ED team, Any chance we could get occlusion culling in DCS? I feel like the game’s rendering way too much stuff that’s hidden (like terrain behind mountains or stuff under the cockpit). Pretty sure this could be fixed with client-side occlusion culling since the server doesn’t care what we can see, just sends all the data. If the client handled culling and skipped rendering stuff we can’t see, it’d probably help a ton with FPS, especially in big missions or multiplayer. Not sure how hard it’d be to add, but seems like it’d be a huge win for performance. Would this be possible with the current engine?
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I have had this problem with the HUDs of all aircrafts in DCS, since the Multithreaded version for DCS came out. The Multithreaded version was always better, because of the performance gains I had, but visiually, it was worse than the Singlethreaded version, even with same graphic settings. The hud in the MT version back in 2.7 was already looking weird, like pixelated and grainy, moving a lot when rolling and pitching the aircraft or when looking around with the TrackIR, but the ST version never had this issue, it always looked thick, smooth and clear in the ST version. This was 1-2 years ago. I then left dcs for quiet a bit and I recently got it back. The problem still appeared in the HUDs, as nothing changed in that period of time. I even got decent graphics settings set which shouldn't affect the HUD by it's look, but it feels like it does affect it somehow. It even feels like the HUD doesn't apply and Anti Aliasing, so it looks so pixelated, grainy and jittery, as like when looking at a line in the game with low graphic settings, or low AA, it's pixelated, so are the HUDs in all my aircraft and it ruins the realism effect for me, cuz the game graphics overall look very decent with DLAA and such. my Graphics Settings: This is how my HUD is looking in the F-16 atm: As you can see it's very pixelated and not smooth/clear. It's even worse when moving around with the trackir or roll/pitching with the aircraft. HUD in the Su-25T: In the Su-25T it's very easy to spot the jittery/pixelated and grainy effect on the HUD This is how the HUD in the F-16 should look like, or looked like before MT came out for me: I've been looking for potential fixes on Youtube, Dcs forums and reddit for a loong time, never found anything, so I thought I'd have to make one myself, I hope I can get this fixed. I have tried changing all Graphics settings, nothing worked though, it always looked the same. It's not the Motion Blur or any Anti Aliasing setting that causes this, I've tried all different settings, nothing changed.
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Hello everyone, After a couple of months trying every possible settings you can imagine to get a good graphics and performance at 60 fps i finally reach it. OBS: I tested it for caucasus and PG maps, and it should work fine for NTTR and WWII maps although(I don't have these maps). For Syria and marianas forget it. DCS OB Version 2.7.9.18080 My Specs: Core i5 9400F GTX 1060 6gb 32gb RAM Windows 10 PRO NOTE: You'll need of the reshade to use just one filter very important to enhance the graphic quality. EDIT: I forgot to mention, you will need to install this mod for improve your perfomance too. ( https://www.digitalcombatsimulator.com/en/files/3317762/ ) @Luke Marqs Make exactly these settings as shown bellow. 1 - Set to ON game mode on the windows 2 - Set to ON Hadware-accelerated GPU scheduling at "Graphics Settings" on the windows. 3 - Open the NVIDIA control panel and choose Global settings tab, then set the shader cache size for 5gb or more. 4 - Change to "Program settings" tab and find to the DCS installation path on your PC (DCS World OpenBeta\bin\DCS.exe). Then set exactly as shown in the prints screen bellow for all options. NOTE: If you are having tearings, consider set vertical sync to FAST. 5 - At DCS settings choice these options NOTE: Textures: It depends what jet you are using, the f16C uses a lot Vram in HIGH option, you can test between medium and high Shadows - For more performance set it to medium, i prefer High. SSLR - To enhance the graphics ilumination set ON, better perfomance OFF. Try to test it. Full Screen as desired Terrain Shadow: very importan in FLAT 6 - Make America great again download of the reshade version 4.9.1 HERE . Then install it on DCS and chose a unique filter as shown bellow. It's very important to enhance the quality to the combination with the native nvidia FXAA, for decrease the AA blur and increase the sharpness. (Do not use the luma sharpen in reshade in this guide!!!!!) NOTE: Do not mark the box "Perfomance mode". If you need help for reshade installation or configuration, please watch some video on youtube. 7 - Close DCS and open again. That's all. I hope you enjoy it. Let me know if i helped you. Sorry for my english and thanks.
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Multiplayer. Planes going submarine or floating above ground.
-0303- posted a topic in 2D Video Bugs
Bugs been around long before 2.7. Plane float above runway (seen once yesterday). Otherwise varying degrees of underground, just a bit of wheels buried to gears fully buried (saw that too yesterday. Wings buried is rare but happens. I assume it's not just me? Not a huge deal, but not right either. If I'd estimate, I'd see this every second time I fly multiplayer. Old pic. -
Just a short little visual bug report, you probably already know this but when opening the Pilot door, a short piece of the handle mechanism wire stays in place. Reproduceable Guess you don't need track file for this so here's a screenshot.
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Hi everyone, I have noticed that sometimes the new propeller graphics will not look so great. When they're acting up they appear like different parts of the blades are moving at different speeds and it gets this tearing effect. This is fairly inconsistent but often enough that I couldn't ignore it. I couldn't pin it down to any of my in game settings so I started messing with my monitor. When I switch my freesync settings the propeller graphics function perfectly. Even after I've started a mission just changing the settings (in no particular way) it fixes the glitch. So far this is a great fix but I thought I'd write this post in case I'm not the only one having these intermittent issues. I hope this is useful to whomever else it may concern!
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Dear ED, Can you please enable in game graphics settings, "ultra" setting for the shadows. It works wonderful and it is not a secret that DCS uses immense VRAM so there is no reason to be shy about applying 8K cascade shadow maps. They look awesome in VR. I have been using them since I had my hands on 4090. But anytime I change in game a graphics setting shadows revert back to off. And I had to restart DCS with correct options lua again. Please do it. It does not even need coding. Just add it to the existing pull down menu. Thanks!.
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Airport tall lights (lamps) don't affect in any way the aircraft, which remains obscured. While other light sources like the sun, the moon or even other aircraft landing lights have an effect over the aircraft and cockpit (reflections, shadows, etc.) the airport tall lamps are just illuminating the surrounding area while the aircraft and its cockpit remain dark. Don't know if this has been addressed yet or is being taken care of already. Thanks.
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The seaman ground crew glow white at night. Even with NVG goggles on. The other ground crew seem to be ok. Have not checked all of them. Se attached two images to see what I mean. This is true for 2D and VR. Regards Ducksen
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Currently, as of DCS build 2.5.6.60645 Open Beta, we get two options for selecting our texture preferences in graphics menu:- 1. Texture - The setting which affects the textures of arcrafts and spawnable units. 2. Terrain textures - The setting that affects the textures of the terrain. My suggestion is to divide the settings further into the following categories so that people can fine tune their settings to get the optimal performance/quality balance according to their system:- 1. Aircraft Textures - Textures of your, other player's and AI aircraft. 2. Ground Unit Textures - Textures of ground units and other spawnable units like ships and aircraft carriers (If 1 and 2 aren't possible, they can be grouped together in a Spawnable Unit category) 3. Airfield Textures - Textures of the airfield including the tarmac surfaces, runways, taxiways, buildings, static objects, etc. 4. Terrain Textures - Textures of the ground APART from the airfield. I believe precious memory could be saved by doing this as people can just turn down the textures they don't want to look pretty and keep high the ones they do. For example, I would keep everything except terrain textures to high as I want the airfield that I'm at/taking off from/landing at to look nice, but I don't care how the ground beneath the grass looks, it could be low texture.
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Yesterday I was flying fortunately with good graphics and now DCS has lag. I have been reading about that but I dont find a good config. In my case I have i10, 32Gb and SSD. Is it possible to configure something decent?. I was a happy person before 2.7.
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Hi everyone, Since the initial release of 2.5.6 over 2 years ago, the Straits of Hormuz/Persian Gulf map has sported drastically improved lights and lightning system compared other maps. The majority of maps typically use low-resolution 2D sprites that don't naturally bloom, often don't account for line of sight, are sometimes fixed (so when viewed from the side they clearly appear 2D), while having poor visibility at distance. The SoH/PG map by comparison looks much more natural, with lights that appear to bloom much more naturally, typically account for line of sight, with drastically improved visibility at a distance. It's also worth pointing out that many of the sprites seen (in particular those used for aircraft warning lights) seem to be used as the default exterior lights for many aircraft and modules, including recent ones (though in the case of the Apache and Hind, they're much smaller), it's also used for flares. While the lights of the SoH/PG map aren't perfect (though the issues they have a more minor: size, positioning, lack of illumination, some bulbs aren't illuminated), they are far superior compared to other maps, there really is no contest. I'll post an absolute load of screenshots comparing 2 maps (see here for the Imgur album) - the SoH/PG map and the latest map, the Marianas. The lights used in the Marianas are common to all other maps (but have increased size in Syria and reduced size in the Caucasus). For both the SoH/PG map and the Marianas, the date and time was set to the 21st of June 2016 (full moon), at midnight. Default weather conditions were used, just with the no clouds preset set. Aircraft Warning Lights: Approach Lighting System: Built-up Area: Flood Lights: Hangar Lights: Lights at Distance: PAPI Lights: Runway Edge Lights: Runway Threshold/End Lights: Runway on approach: Street Lights: Taxiway Lights:
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Direct storage has not yet been implemented by any games as this is a new feature being developed by windows but it essentially enables the GPU to communicate directly with storage in order to slash graphical loading times. Could this be something that may be implemented in DCS one day? I’m by no means a subject matter expert in this field but I would really like to learn more about how this could potentially be implemented in DCS from those who know much more about this subject than I do.
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Hello, I’ve noticed this for a while but only just decided to get the screenshot to have the evidence. Seems pretty clear to me they come out of the chute that points 90 degrees to the right and not from straight behind the gun cover opening. Thank you
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Hello Whishlist , I'd wish the colors to be having less color cast in general (I hope it's correctly been translated from google, in german: "Farbstich"). Meaning, that there is way to much over all blue, independet from distance, colored over the whole screen. Of course, for distant objects on ground, it makes perfectly sense, but espacially for near clouds, where you have less dust or humidity, it looks to intense. Also, it reduces the contrast too much for the clouds. To make the thing more clear, of what I mean, I just edited two screenshots in Photoshop. Flying in real life is not my every day business (sadly) - maybe I am wrong and it looks more often like the original image. So feel free to correct me if this is the case.
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Recently my water started looking like in the attached picture (VR). Anyone knows how to fix this/is this a bug?
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Hi, do u have plan for fix the Motion Blur issue ? It should no longer apply to lights, propellers, canopy, engine flame. best regards