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Found 5 results

  1. Coming back to DCS after a long time putting together a new build. Currently have the following components: i5 11400 Galax 2070 super OC Wanting to know the capabilities of the gpu, in particular and if I would be able to run a quest 2 decently? Likewise do I need 32 gb of ram? Any other recommendations are much appreciated.
  2. So ya just like title WTH happen over the years? This game Req 16gb now it outlandish with tapping out my 32gb?! A: Fix your game or B: Change your Specs to 32gb needed. DONT KNOW WHY it needs 20+
  3. DCS ist great game and ED doing a great job to expand it with new features. But: The amount of wasted ressorces is huge in DCS. The dedicated Server leaking memory like hell. I know, how complex c++ is (no garbage collector). Especially with such a big codebase like DCS ... Gigs of sourcecode to maintain. Great job! I could only image, how hard this must be. But please: Dont push your coders so hard. Give them time to fix stuff. We startet with 32 GB of RAM last year in the summer. Now we are at 128GB of RAM and need to restart every 12h. The instances consume the same amount of RAM after startup (okay, maybe 200-300MB more). The increase was necessary only to fix the leakage - and its getting worse with every Patch. 1) This is our Server after starup (11:57 AM) . Pretty good for a complex game like DCS! 2) This is the Server at 8:55 AM, next morning (21 hours): 3) Lets terminate the dcs.exe processes: 4) Dive into the nonpaged pool: 5) Definitly from DCS.exe - no driver or OS issue. 66 GB wasted in 17h. Thats a total of 500 MB per Instance per h. I know, there are worse things out there. But DCS schould not be like "just restart every 6h". So ED, please! Put some effort into fixing memory leakage. It is getting worse with every patch. Throwing more and more Memory at Leakage is not the way to go.
  4. Dear ED, Before my summer holidays I have said that I have some ideas to make ED experience better for everyone but I had to evaluate them and will share them when ready. The major focus point of my critics was lack of LOD models in game assets both for some core mods and AI assets.I see that this is moving to the right direction and still expecting LOD models for the rest of the assets and also I’m looking forward to seeing the final LOD levels for Apache and Viper. Current provided LOD1 and LOD2 models reduce CPU load 75% per asset but textures are still inherited from the main model and they still occupy a large portion in video memory. I’m sure that final lod levels will cap it and bring it to the level of Tomcat, KA-50 or Hornet. Last month I was mostly focused on small additions or tweaks which will impact performance and visual fidelity with minimal impact. So any interventions which require remodeling, or recording were out of the question. Also I have waited enough so that I personally and as many of hoggit users can test one of the basic solutions that I’m going to suggest now to implement. Your team can implement any of them pretty easily without tinkering the main code requiring internal testing. Here we go. Easiest first. 1- Separate cockpit textures from object textures and provide same level of quality settings for them: Proposal: New setting in control panel: Object textures: High, Medium, Low Cockpit textures: High, Medium, Low Terrain textures: High, Low. By allowing us to keep cockpit textures separated we can keep it at higher levels together with terrain textures and reduce object textures which mostly covers external models. Those models do not require the same texel density as cockpit and terrain textures since they are rarely seen closer than 30m. This will allow fluent cpu frametimes and relax cpu memory controller tasks and allow especially VR users with 8GB gpu’s to enjoy the best visual quality in game. Cockpit textures are already separated in the game install; they are only under the mods folder. You do not need to manually tag them even. Please make this setting available for us. 2- Precaching function in graphics.lua: (actually this is easier than the other one but probably need internal discussion) Proposal: revise and ,if not necessary, remove. Precaching function given in graphics.lua (see below) apparently remains unchanged since the Lock-on game configuration files. Precaching = { around_camera = 50000; around_objects = 10000; around_types = {"world", "point"}; preload_types = {"map", "world", "mission"}; } Many people in reddit dcs related forums, followed my advice to set both parameters to 0. Which lowered their ram and even Vram usage drastically and provided more resources to be available in their system for multiplayer and VR. I personally removed the full statement from the lua file and it has the same effect as setting the parameters to 0. It has been like that in my system for at least 5 months now. Since this is a sitting sim and max speed in game is almost limited by reality and we have huge game assets but still enough bandwidth for on time delivery to render pipeline: can you reconsider this setting and remove it if it is not necessary. It happens to not break anything in game but looks like it is the problem. Thanks and, Kindest regards, The LOD’s guy PS: I'm going to post a lighter version with some more explanation in hoggit sub on reddit. You are welcome to read that too.
  5. Hello. With the newest OB-update, I am no longer able to access Syria multiplayer maps due to crashing, presumably because of lack of memory. All other maps are fine, and utilizing about 50% of memory, while Syria uses around 98 until crash. Pagefile is adjusted to 32GB (32768), and I've done a repair and removed mods folder. The images named RAM Cauc/PG/Syria are made in the mission editor with clear skies, and a single A10A flying from A to B. Image "High RAM" is an attempt to fly on the "Syria Rotorheads" MP server. Same results in Grayflag. In previous OB-versions I have been no where near these values. I've set preload radius to around 80000, but I have not had any issues running it with 150000 in previous versions. null dcs.log DxDiag.txt
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