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Can i somehow increase the font size of the UTM Grid references on the ABRIS? They would benefit from a dynamically scaled font size, but they stay in tiny 6px font size regardless of how far you zoom in. Did someone already create a mod for this perhaps or is able to whip one up real quick? Would be awesome.
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Hi I've heard that not a small amount of people including myself have multiple DCS versions installed on the same system, even more so now with the dedicated server installation into the mix. It might be helpful to support having a common library location that could be the central place where same (or similar) content could be read from, without having it duplicated to each specific installation. There's a bit of a question how effective this would be if patch-level's vary significantly, but even with many differences I've seen cases where ample amount of gigabytes are still copied locally from a neighbouring installation and only the rest has to be downloaded from the internet. Ofcourse only applicable content would be put into this location. There would just be a bit more complexity to each installation, you would have similar folder structure in DCS Shared and DCS Server/Client/etc installations, but different contents, but still I don't think it would be that of a problem for modding, while for a normal user it shouldn't be noticable at all. There may be other issues that could arise with this approach so this has to be thought out how would it be implemented. Perhaps to avoid issues with installation-specific updaters working with this common shared assets library, the asset library could be it's own installation with it's own separate updater. Also, I am aware of the recent modular dedicated server feature, that's a big improvement in this direction, but it's not the same and this idea should still stand on it's own, and it would add ontop to make the overall DCS ecosystem storage space requirements more lighter. The more I'm thinking about it, the more issues I think could be uncovered and it might take quite a bit of re-doing the installations and the way patching and patch updates work to make it effective, and it could even bring some inconveniences to the users. That said I have my doubts but also how many people actually have multiple installations and use them much, I don't really know. I just had it on my mind for some time and I thought I should at least mention it, perhaps someone thought about it before and what they've figured out discussing about it. EDIT: One fairly good reason against this is beta testing where you'd actually want to have separation, and other players and groups who would want to hoop between patch levels when one doesn't work out for them. So updating the shared content library would update and ofcourse an installation wouldn't be able to work EDIT2: This kind of a feature might only have a good practical use case for where a user would want to host a server of the same edition on the system where he plays at. So for example OpenBeta Client and OpenBeta Server on PC1. The idea would morph itself into just a server installation's capability of something along the lines of "let's just use the files we can from the OpenBeta Client installation, without copying/duplicating it, and download the rest which are different to our directory". This would work out because in that scenario a user would most likely want to keep both installations on the same patch-level, because he is to be participating in the server he is hosting. The server's updater would have an extra dialog where it would ask you to select the location which it would use existing content from another applicable installation, a dropdown box to select which installation (or a manual browsing). If it wants to update, it should notify the user that it has to modify that "host" installation, but that would most likely render that installation broken, so it should, with user prompt, launch the host's updater and update that first. Ofcourse this feature could be done vice versa, with the client having this capability and not the server, but I think that on systems when only a server is first installed, there's probably no plan to be playing due to it being a different tier of hardware system.
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Hello all, I am sorry to be bringing up the same topic again as from months ago, however I feel it is still worth mentioning again and something that might help out a lot of people who are having issues since the latest few releases. As pointed out in a post in March 2023 by @Taz1004 a lot of the normal map, roughmet, and FLIR texture sizes in the game are absolutely huge. These texture files do not need to be this huge (22+MB and some reaching 64+MB) and are furthermore stored as uncompressed 32bit textures when they can easily be compressed without giving up any visual quality. The FLIR textures don't have to be 4K since all we ever see them through is our MFD's or similar sensors which do not have this resolution in the first place. The textures that are affected are mostly found in a lot of the newer modules but they are not exclusive to them. They are also not exclusive to player controlled modules or aircraft/helicopters. Ground units have the same issues. The issue also occurs with many off the addon modules not developed by ED themselves so perhaps a word from ED to the other developers to have a streamlined and standardized texture creation procedure could be considered? From what I can tell from some of the videos I have seen regarding the latest issues with stuttering many of us seem to be suffering from, it appears that DCS is trying to use as many cores as it can get to constantly load/unload textures between SSD->VRAM->RAM->page file leading to massive bottlenecks on the SSD side as the threads end up waiting on the SSD and thus each other. Perhaps one way to combat this issue would be to have the normal map, roughmet, and FLIR textures reduced in size which would, without sacrificing image quality; 1. Alleviate some of the bandwidth requirements between all these different components. 2. Reduce overall VRAM and RAM usage. 3. Reduce texture loading times. 4. Reduce the size of the sim itself (which stands at 861GB for me personally as I own nearly all modules and terrains). I totally understand the dev team is busy but if a modder can make these changes in a matter of a week or two it should be possible for the dev team to put someone on the task of hunting down these insane textures and make them a much more reasonable size. I implore you @BIGNEWY and @NineLine to please pass this message on to the responsible people and take another hard look at these texture files since this was first reported already over a year ago. As someone who has been using DCS since the days of LOMAC, please pass this on and take it seriously because I feel this could make the sim so much more enjoyable for many. Kind regards, Vincent van Veen
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