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Found 13 results

  1. Hi ! I’ve tried everything . Is there any expected solution for this ?
  2. Hi All, I recently updated DCS to latest version and since then I am experiencing stutters/lags in performance which really ruins the experience for me. I am not sure what has changed in latest update, however before the update everything was running smoothly on my current settings (High). All of NVidia drivers are up to date and DCS is installed on SSD. As I said before the update everything was running fine with no lags or stutters. I am on open beta version Anyone experiencing similar issues? dcs.log
  3. Effect that makes it unplayable is both eyes image lagging-shifting while rotating or moving head. This sometimes happens without FPS drop on the FSP counter. Next day I tested it and it looks like there is a large frame drop when simply moving head even in the start screen/menus. Image lags in stutter-like manner.(not sure how to describe it correctly) This is probably not classical stuttering,I think, image does not pause, instead image doubles and goes off center very fast. Well, shifted image might lag, I don't know for sure. my system: Mobo: MSI B450 tomahawk max CPU : Ryzen 3600 RAM : 32GB ram SSD : 1TB samsung(for DCS) GPU : Asrock RX6950xt (previous GPU GTX 1080ti) PSU : 850W gold plus VR : HP Reverb G2 things I already tried with no success. -dcs cleanup -dcs repair -removed fxo and metashaders -Low DCS settigs and lowest pixel density -reprojection on, locks frames but very low FPS(in ST repojection seems to not work at all) -reprojection off-effect extremly pronounced but higher FPS 60-90 in DCS initial screen. -Set headset frequency to 60Hz -various Open XR tool settings(prefer framerate over latency on/off, latest preview openXR on/off) -tried xr companion app-doesnt work(or crash MT),(in ST it doesnt show menu-it doesnt work) -various "solutions" on DCS forum regarding stuttering in VR. -AMD SAM on and off(resisable BAR/SmartAccesMemory) -various AMD Adrenalin software settings, from default to all off or lowest. things to notice: -I had no issues like this on Nvidia GTX1080ti, I had really good gains in performance in MT. (only xr companion app would not work or it would crash DCS MT so I disabled it.) -Reprojeciton worked on Nvidia ST and MT -This does not happen in other games I tried(MFS2020, Spaceengine) -I Instaled new gpu using DDU(meaning previous drivers are thoroughly removed) -I instaled new chipset drivers I did not update bios jet. Video was very hard to record, it was recorded at 60FPS(smartphone camera). dcs MT VR AMD problem.mp4
  4. I am trying to track down a really weird issue i have had with dcs in the last week or so. I am asking how I would inspect the logs/debug/where to look to find out how i can resolve this issue. Only happens in MP not sure if it happens in ST but happens in MT. Single player is fine nothing wrong. Is there a better networking debug i can see? I seem to have a 0.02% loss over the time I play. Happens with all A/C seems to be worse going from f-10 map back to cockpit but it is litterally random when it happens, altough last two times it happened after a missle was fired at me. PC config: mobo: Z790 tomohawk cpu: 13700k (small undervolt to keep temps down 0.050mv) RAM: 6000MT Corsair 32gb NVME: 990 pro GPU: 4080 TUF Issue: Random pausing. Frame times randomly jump to 8-45 seconds. Breif: Had a gpu driver crash last week which cause kernal hangs. No crashes after fixing but the DCS MT MP randomly had long frame times. Installed: DCS OB latest with MT, Scripts: dcs export script for my mfds, scratchpad plus, SRS Mods: Just some Airframes requires for MP server. Step taken to try to resolve: 1. DDU the drivers and clean install. This fixed the black screen crashing of games. 2. Updated Bios, Motherboard drivers, Drivers, windows 11. 3. Removed any scripts i wasn't running (like scratchpad etc) removed from the lua startups etc 4. DCS repair, clean. 5. Removing fxo, metashaders 2 6. Replacing network cables. 7. Turning off SRS,VR in the settings. (i was seeing some 100's of messages from SRS in the log not sure it made a difference). Anything else i can try or logs i can see what causes these pauses. People on the server say they don't experience it so i am thinking the mp server is OK. Thanks!
  5. There have been many reports of unexplained prolonged FPS drops in VR. I have provided what I hope is a consistent repro along with a GPU/perf capture later on below, but common symptoms of this issue seem to include: Happens randomly, but common triggers seem to be actions that cause temporary performance blips (that then turn into sustained FPS drops) FPS goes from something stable and normal (e.g. 30/45fps) to significantly lower and unplayable (e.g. 15-25fps) FPS drop lasts for many minutes, sometimes requiring exiting the game to recover VR-specific Alt-tabbing away from and back to DCS sometimes resolves the issue Returning to the main menu still exhibits abnormally low FPS I think those last three points are important, as they point to a software bug, not a hardware bottleneck. FPS would return to normal at the main menu, and alt-tabbing wouldn't fix the issue, if this were simply a problem with users' machines being incapable of sustaining adequate framerates. Furthermore, the issue seems to be VR-specific, pointing to a VR-specific bug as opposed to a hardware capacity issue. Here's a collection of forum posts that I believe exhibit this issue (there are more): The most consistent repro that I can find is to: Load into main menu Observe 90fps Load into Cold Start instant action on Marianas map in F/A-18C sim (this is a good starting point, since you're on a carrier, and can see the island in the distance) Observe stable 45fps Slowly turn your head to the left, until you're looking behind your left shoulder Slowly turn your head to face back forward, then right, until you're looking behind your right shoulder this time Turn your head back to face forward Observe ~14 fps Quit to main menu Observe ~25 fps This is on current stable Steam DCS (also on beta), Windows 10, a stock RTX 3080 (driver 512.95, doesn't seem to matter), stock Ryzen 5950x, HP Reverb G2, WMR 2000.21051.1282.0 (version doesn't seem to matter), OpenXR 110.2204.7007 (also reproduces on SteamVR), 100% render scale (3168x3096 pixels per eye), motion reprojection always on, and the following in-game settings: 2022-06-02 08:30:19.529 INFO APP: options.graphics = { ['messagesFontScale'] = 1; ['forestDetailsFactor'] = 0.75; ['rainDroplets'] = true; ['LensEffects'] = 0; ['box_mouse_cursor'] = true; ['anisotropy'] = 4; ['water'] = 1; ['motionBlur'] = 0; ['outputGamma'] = 2; ['aspect'] = 1.6666666666667; ['lights'] = 2; ['shadows'] = 4; ['MSAA'] = 1; ['SSAA'] = 0; ['civTraffic'] = ''; ['clutterMaxDistance'] = 0; ['cockpitGI'] = 0; ['terrainTextures'] = 'max'; ['multiMonitorSetup'] = '1camera'; ['shadowTree'] = false; ['chimneySmokeDensity'] = 0; ['fullScreen'] = false; ['forestDistanceFactor'] = 0.75; ['useDeferredShading'] = 1; ['DOF'] = 0; ['clouds'] = 1; ['sceneryDetailsFactor'] = 1; ['width'] = 1280; ['flatTerrainShadows'] = 0; ['visibRange'] = 'Ultra'; ['textures'] = 2; ['SSLR'] = 0; ['effects'] = 3; ['SSAO'] = 0; ['secondaryShadows'] = 0; ['sync'] = false; ['scaleGui'] = 1; ['preloadRadius'] = 150000; ['height'] = 768; ['heatBlr'] = 0; ['terrainMapMFD'] = { ['distance'] = { ['mapLodDistance3'] = 200000; ['mapLodDistance2'] = 100000; ['mapLodDistance0'] = 25000; ['mapLodDistance1'] = 50000; }; }; }; This behavior doesn't really make sense. I'm sure that the act of looking right on the Marianas map is exceeding the VRAM on my 3080, causing a temporary blip as stuff has to be paged out of VRAM for it, but when I look back forward, everything should get paged back in automatically (at least on DX11) and return to normal. And indeed, in the captures below, there isn't any persistent VRAM paging going on that would explain the severe drop in FPS. Similarly, when returning to the main menu, instead of getting 90fps like I was before, I'm at 25fps, and nothing strenuous is going on (I haven't grabbed a capture of this yet as it's much more difficult to get a capture of due to needing to alt-tab to start the capture, and alt-tab typically clears the issue in the main menu); I took a GPUView capture of the issue on the Marianas map (happy to provide to private support), and it clearly shows some kind of problem with how DCS is scheduling it's main thread. In summary, it appears to be sleeping too long and doing nothing. This isn't a problem that requires advanced multithreading, DX12, better VRAM management, etc... It simply appears to be an issue with DCS waiting too long to start rendering the next time. Here is a capture of a normal, stable 30 fps for me after loading into Marianas (higher settings than I mentioned previously, but still a decent 30fps): What I've gathered from this is that: In VR, DCS has a thread started from WinXrRuntime.dll that runs at 90Hz (or whatever the refresh rate of your headset is) You can see the row for this in the bottom left (labeled WinXrRuntime.dll) The blue boxes are when this thread is running on a CPU core. You can see a total of 14 of them, because this capture window covers about 160 milliseconds, so at 90hz we'd expect about 14 occurrences in a 160 millisecond time period I believe this is due to xrWaitFrame (https://www.khronos.org/registry/OpenXR/specs/1.0/man/html/xrWaitFrame.html), which must be called by the application to synchronize frame submissions with my headset. So this thread is probably calling xrWaitFrame on a loop to do that, which is why it's running at 90Hz The DCS.exe thread is running at 30Hz, every 3rd time that the WinXrRuntime.dll thread is running The WinXrRuntime.dll thread is seemed to be used to (among other things) schedule the main DCS.exe thread to run (i.e. this is how DCS ensures it synchronizes its frame submissions with your VR headset) You can see the row for this a bit above WinXrRuntime.dll, labeled as DCS.exe Similarly, the blue boxes are when this thread is running on a CPU core, which aligns with every 3rd time that WinXrRuntime.dll runs In this capture, when the DCS.exe thread is signaled to run, it executes for about 16ms This isn't fast enough to run at 90Hz As noted above, it's running at every 3rd time that the WinXrRuntime.dll thread is running I.e. this is running at 30Hz, or 30fps. Which with motion reprojection, is perfectly stable and playable This could run at 45Hz, however my GPU wouldn't be able to keep up, so it would be a bottleneck and my FPS wouldn't improve. You can tell this from the Device Context and RTX 3080/Hardware Queue 3D rows, which show that the GPU is being kept busy ~85% of the time. The GPU work scheduled to the Device Context queue also takes about 28ms to drain, so it's limited to about 30fps, and there's no point to the DCS.exe thread running more often (at least, not for scheduling GPU work) In summary, the main DCS.exe thread is running at the ideal 30Hz for how my hardware is performing, and I'm getting a reasonably smooth 30fps with motion reprojection Now, let's compare this with a capture of an abnormal, unstable ~22fps for me, on the same Marianas map, after briefly turning to the right and then looking forward in the same exact direction (i.e. should be rendering the same stuff as earlier in the 30fps capture): There are a few notable differences from the earlier capture that was stable at 30fps: The WinXrRuntime.dll thread is still running at the expected 90Hz The DCS.exe thread is running at 22.5Hz, every 4th time that the WinXrRuntime.dll thread is running (instead of every 3rd) In this capture, when the DCS.exe thread is signaled to run, it executes for about 23ms This is higher than in the good capture (23ms vs. 16ms) As noted above, it's running at every 4th time that the WinXrRuntime.dll thread is running I.e. this is running at 22.5Hz, or 22.5fps. Even with motion reprojection, this isn't very playable (it also varies a lot and isn't stable) This could run at 30Hz, but for some reason it isn't. My GPU isn't a bottleneck. The GPU work queued to the Device Context is still taking 28ms to drain, which is the same as the good capture. The GPU is also only being kept busy about 60% of the time, and there's no reason that the DCS.exe thread couldn't run more often (at least, probably not) In summary, the main DCS.exe thread could be running at 30Hz, and my GPU would be able to keep up, but for some reason it isn't, resulting in a very poor framerate My CPU also certainly isn't a bottleneck. I don't have an explanation as to why each frame of the DCS.exe thread went from 16ms to 23ms, but that's still fast enough to run at 30fps. I also have plenty of spare cores to which the DCS.exe thread could be scheduled to and run during this, so that isn't a problem either: In summary, it should be evident from these captures that DCS is more than capable of running this at a stable 30fps here, but isn't due to what appears to be a bug with the main DCS.exe thread literally deciding to do nothing and wait (lazy thread!). There is no CPU/GPU bottleneck. DCS must have some way of throttling how frequently the main DCS.exe thread runs. If it ran as frequently as it could, then my GPU wouldn't be able to keep up. This is why it only runs at 30Hz instead of 45Hz in the first capture, because even though it could run at 45Hz, the GPU would fall behind. So it must be doing something intelligent to throttle how often it runs. It's my theory that these framerate drops in VR (consistent with the symptoms mentioned here) are due to a bug with how the DCS main thread is scheduled to run, that causes it to run less frequently than it should in certain scenarios, and thus may be a relatively simple fix and a huge stability boost to anyone experiencing this issue (including myself). I'm happy to provide more info. I also have logs available, but I'll note that they look the same whether or not the issue is occurring, so I don't believe they'll do much good. I also have some experience in this field and would be happy to sign an NDA and look into the issue myself, but I'm sure ED has people better suited to fixing this than me. If only they're able to reproduce and look into the issue, I'm sure a lot of VR customers would be very grateful, as this issue is extremely disruptive, to the point of making the game unplayable in VR without excessive hardware purchases (like a 3090) or turning settings down to very low levels and avoiding maps like Marianas or even MP entirely.
  6. Hey, I've recently got a new machine and using my existing headset (reverb G2) I've been hitting a really frustrating issue with VR display stutters uncontrollably. The game will often run perfectly fine with a good solid FPS, everything working normally and then *something* will happen and the VR view will stutter uncontrollably around the head position. I can still play (in a way) as the stutter seems to be around my current head position. Its as if the game gets stuck in a loop trying to find my head position and causes it to act erratically. I've also noticed that the Steam VR button on my controller no longer works once my game gets in this state. The ingame FPS shows no change and my mirrored monitor showing the game normally. Once the session has ended the stutter goes away and everything is back to normal. The *something* I've not been able to isolate. Sometimes it happens after a certain amount of time (10 mins or more) sometimes its when something happens in game (ie, in the AH64, when I get a rotor warning) or when I use the F10 map. It happened in both single player & multiplayer but is never consistent, sometimes I can play entire sessions (1hr +) without any issue and other times it can occur right away and derail my entire session. I've tried the usual suspects, HAGs, changing OpenXR runtime (from WMR to steam & back again), got updates, overclocked, not over clocked, lower graphics settings, higher graphics settings but nothing seems to have resolved it 100% as I can never be sure if or when it occurs. Any ideas? Specs: Intel Core i9 12900KF GeForce RTX 3080 OC 32GB RAM DDR4 3200MHz M2 SSD Windows 11 HP Reverb G2
  7. I have been testing a 3090 and a 6900xt in the last weeks on my rig - was running a water cooled 1080ti before (the system itself is an Asus Z390 Maximus Gene with an overclocked 9900K and 32GB kit of DDR4-3600 with very tight timings). I tested both a Rift S and a Reverb G2. During my testing I made the following observation: Either letting the GPUs doing their job in the out-of-the-box configuration or alternatively overclocking the GPU manually created in both cases a tendency towards stuttering and very pronounced frame time spiking for both vendors though the green team doing significantly better here. This was very surprising for me since I used the identical graphics settings I had for my 1080ti which didn’t show any stuttering. I expected those settings to be a piece of cake for the flag ships cards of team green and red. So I started to play around. Fixing the clock rate by a defined voltage (aka undervolting) on the 3090 eliminated all frame time spiking and stutters. On the 6900xt it helped a lot to prevent the GPU from using the out-of-the-box efficiency behaviour (which is very aggressive on RDNA 2) by forcing it to stay within a defined clock rate speed (when the CPU struggles with filling the draw call pipeline Big Navy seems to drop into a short power saving sleep). The difference to the out-of-the-box behaviour is basically one thing: The GPU doesn’t boost anymore. And the boosting process itself seems to be counterproductive in DCS VR. Looking back to my old GPU this somehow confirms my observation: My 1080ti had several manually optimised voltage curves which I made for specific applications and saved as profiles in afterburner. One curve was exclusively for DCS and it definitely never let the GPU go into boost. Since I don’t want to generalise my experience I would like to hear some more voices here. Anybody here with a similar experience? Since heavily overclocked and maxed out GPUs are not uncommon for VR users - anybody with stutters in VR (and an overclocked GPU) willing to try an undervolting approach and report his results?
  8. 3080, 10700k, 32g memory, the memory usage is about 25g when playing. There is a frame dropping every ten seconds(I locked the maximum fps at 61)This situation only occurs on servers with more than 30 players(like EUR GS serve)Periodic freezes make the game completely unplayable,Does anyone know a solution?The game is installed in the ssd, full screen optimization has been disabled. I originally planned to buy f16, these stuttering completely ruined my gaming experience.I would be very grateful if anyone can give any suggestions The frames is in the upper left corner of the video, you can easily find that every ten seconds there will be a frame drop Interestingly, when the number of players is less than 40, the frequency of this problem will decrease a lot. I guess it is related to the CPU. Maybe I should wait for Vulkan API to improve this problem?
  9. Good morning, i fly in VR with a decent fps level, but face an issue when accessing to the esc menu. Once on the binding change menu, the screen stutters badly, to the point that the computer even sometimes freezes. Any experience / advice on this? using a G2 on a custom laptop, rtx3800, i7 10th gen, steam overlay but standard dcs. thanks
  10. Good day to all, after waste lot of time on searching best settings on my specs for smooth normal playing DCS on VR my hand is down and i don't know really problem is in me, my PC, my Oculus or i don't know what else! How to improve quality and stable gameplay, my PC not potato old, but game run not like I expect! Finally after tons of setting tests i can normally play only on this settings down bellow, but is is very low and image in Oculus look not nice also flying low near big citys and looking around i have stuttering, but FPS not have big drop, i have in Oculus soft default 72Hz stable FPS 72 near citys drops to 65/69 not big drop, but i see not good stuttering on buildings. NVIDIA CONTROL PANEL all default try lot of things do there like saw in other posts recommendations nothings help. Also try it Oculus debuting tool and Oculus Tray Tools both have same story All my settings down below.
  11. When starting DCS and going straight to the encyclopaedia, flicking left to right using the arrow keys while looking through the 3D models starts to eat up memory pretty quickly. -Most noticeable is the Tomcat by Heatblur, flicking left to right on both the A and B models while loading in their liveries, just eats the memory up to the point all of my 32gb of memory hits 100%. Its the same with the Viggen. Other 3D models especially the aircraft have the biggest impact. The really odd thing is once its hit 100% memory DCS doesn't release the memory and it will sit at that percentage when exiting the encyclopaedia. This brings the simulation nearly to a crawl so loading the editor or trying to fly a mission gives horrendous performance. Its easy to repeat by opening the Task Manager and setting it to "always on top" then start flicking through the 3D models, once the memory tops out the only way to lower it is to quit DCS, which will then sit in the task manager until it finally quits about a minute later. Could the similar issue be causing part of the stuttering people see in multiplayer when people are connecting and changing liveries? dose this force all clients to use up memory when ever a livery is selected and comes into the players view? What could be happening here?? dcs.log
  12. Hi all. Can someone help me please? My name is Dave & I'm a DCSaholic. Seriously though I'm hoping someone can help with an issue that's cropped up fairly recently. Up until a month or so ago, everything was running really well, even VR only stuttered once in a while, but then for no apparent reason it started to stutter & drop frames in both VR & using the pancake. I hadn't changed any of my settings on the GPU, the PC or DCS. After the MT update I was hoping that this would improve things but nope. CPU usage has gone from 15% to 39% & the FPS has jumped up, all which are brilliant improvements, but still getting the stutters. I've tried reducing the graphic fidelity, still stuttering, tried different GPU settings. ... still stuttering, & I've not dared go onto a multiplayer server & aren't even going to bother with VR until I've sussed what is happening. Does anyone have any ideas that might help please? My system has a Ryzen 5800X, 64Gb of 3600mhz RAM, an RTX3070ti GPU & I'm running DCS from an SSD. Thanks for any help in advance.
  13. Hello, everyone. This problem has been present since I moved to my new rig just yesterday. The game (both multi-thread and single-thread) seems to stutter for a fraction of a second at random intervals. This happens on all maps, in all aircraft that I own, usually anywhere around 2 to 20 seconds between each other. One way I can increase its occurrence is by maneuvering the aircraft. I have tried everything to my knowledge, with the help of a couple of other friends, to fix this issue, but to no avail. My graphics options are: My specs are: MSI B550-A Pro AM4 ATX Motherboard NVIDIA GeForce GTX 1080Ti 12GB GDDR5X AMD Ryzen 9 5900X 3.7GHz 12-Core Processor Corsair Vengeance LPX 64 GB (2 x 32 GB) DDR4-3200 CL16 Memory M.2 2TB SSD Corsair RM850X 850W 80+ Gold Power Supply I play with TrackIR on a flat screen with a 239.760Hz refresh rate. Attached is my dcs.log . All I did was spawn in, and after a few seconds, the game stuttered. Also attached is a regular speed and slow-motion recording of what one of these stutters looks like with the additional statistics. (This was done in MT, but does the exact same in ST) When it comes to solution methods, I have done everything from hardware stress tests, to BIOS updating, from repairing/cleaning out DCS, to following multiple video tutorials on how to optimize DCS through the NVIDIA Control Panel. So far, nothing has worked. Help would be much appreciated! dcs.log Framerate Spike Slow Motion Data.mp4 DCS Stutter.mp4
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