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I started this topic to track and discuss challenges with getting the best performance out of the system. I usually test each setting a couple of times. 27-1-2025 Nvidia 571.96 DLSS 4.0 Installed the new drivers. 25-1-2025 Adjusted GPU Overclock Increased CPU PBO Scalar and reduced some of the GPU overclock to further increase fps and frametimes. Time will tell if it also stays stable on the MP-servers. 18-1-2025 Clean W10 Complete reinstall of W10 returned another 5fps and better frametimes. Over the years the system got bloated with all sorts of traces from old hardware that I upgraded (2x GPU and CPU) and software that I tried and not fully removed. The system is snappy and clean again! I considered W11, but there are too many bad stories out there, no clear advantage for AMD and GUI modifications with taskbar etc W10 is easier. The only thing I still notice is that it seems that when I hit the FPS limit some sort of trouble in FPS and frametimes appears. When I stay a bit below 90, like 88fps, it is more stable. 27-12-2024 Current Overclock settings 64GB ----- EXPO: ON (timings default as stated on the DIMMS) 9800X3D ----- Turbo Game Mode: ON PBO: +200 Curve Optimizer: -20, FCLK Infinity Fabric: 2200 UCLK DIV1 Mode: UCLK=MEMCLK, SCALAR 10X 4090 ----- Core Voltage: +100 Core Clock: +120Mhz Memory Clock: +900Mhz, Fan: Power Limit 133%, Temp Limit 84. This GPU overclock is stable and gives me 4-5 extra FPS, even when i am CPU bound. My setup Windows 10 - latest version - Windows 11 will not happen until I will get serious latency advantages. Motherboard: ROG STRIX X870E-E Gaming WIFI Systemboard VR Headset: Varjo Aero SSD for DCS and Windows, separated DCS Settings Most are set to the max. SSS, Secondary Shadows, SSAO, SSLR are disabled; they do not bring much visually. Visibility Range Extreme. I have Visible Range set to High. Increasing this further is not bringing much visual improvement and really takes away performance. MSAA Mask Size 0.42 is my sweetspot. Testing Setup and approach My Windows has been heavily tweaked and optimized and I am currently still running the same Windows I started with 5 years ago. I upgraded my systemboard, CPU and GPU a couple of times but did not reinstall Windows. I think at certain moments in the past I even went too far with tweaking and should have dialed back and better register what I was doing. So a clean install will be somewhere in the near future because I am certain I have left quite some performance on the table. For the basic quick test of setting adjustments or hardware/software updates I start a the default A-10C mission Runway Startup on the Marianas Map. I use Marianas because this mission is quite demanding and quite stable almost from the start with AI not doing much. I let it run a couple of times for 20 seconds and track the performance with CapFrameX to calculate the average FPS, 1% and 0.2% lows of the runs. Many other missions give me 90FPS, so adjusting settings with such missions will not give me noticeable visible differences. If I want to visually see the performance I open up the the FPS overlay inside DCS. I sometimes also open up the new XRFrameTools application to visualize my frametimes. Once a setting looks pretty okay I log into our Wing's Multiplayer server, startup OBS recording and give it a spin to see how it goes. I usually get 90FPS flat in this setup, while running OBS recording. Testing log From now on I will start adding my complete testing logs to this main posting. Where relevant I will add charts to visualize the difference between certain options. Certain tests were eye-openers. It was/is a dreadful process going through all the settings and quite a few settings were insignificant in my case. Frame Times, average FPS, 1% and 0.2% Lows My main goal is to find the ones that will bring more stability (reduction of intrusive stutters) and performance (increase of FPS/frametimes). Sometimes it is like searching for a needle in a haystack. Seeing the settings that made a difference might bring quick wins to others as well. Overall the average FPS is not improving that much by all the tweaking, it is easy though to screw up your system and reduce FPS. But once the FPS are pretty decent it is hard to get substantial improvements. My biggest wins are with the 1% and 0.2% lows, reducing these give a much better overall experience than to have 1-2 more average FPS. The overall FPS can be high, but when you have a few microstutters here and there it is very annoying and for me breaks the immersion in VR. Caution Please be careful, not all what works for me might work for you. Do everything at your own risk. I had some crashes, especially with the overclocking, so always make backups and restore points. I also don't have my overclock software start automatically anymore when tweaking, because that also caused an issue once causing me to keep rebooting into a crashing configuration. null null null
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This has probably already been suggested but I couldn't find it anywhere.. I think most of us VR users would be better off without the VR hangar in the main menu but more importantly while looking at the F10 map. It hogs up a lot of resources without really adding anything useful. Luckily there is a mod that unloads most of the VR hangar. It would also be nice to have the F10 map appear in the cockpit without blacking everything out, much like in a certain other ww2 sim. But even just getting rid of the hangar natively would be a great step forward. No one would be opposed to a "museum-esque" VR hangar but that'd be a separate feature. The improvements to VR usability have been great these last few years (comms menu navigation etc). Personally, this is the last gripe I have in DCS in regards to VR usability. Спасибо for all the good work! If you happen to agree, make sure to rate this topic on the top right so this might get some traction.
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Hey Folks, Curious if anyone using Ultraleap or VR in general has a VR keyboard they have implemented as part of their rig? I have a small hand-held keyboard I have on my kneeboard leg that I am trying to use, but without seeing the keys, it's kinda too small to hunt and peck. Any thoughts? I really want to use it as data input or chatting rather than keys. Or maybe even Voice to Text Options available? Thanks! -Chris Here's the mini keyboard I am using: null
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What DCS really lacks for VR Pilots is an update to the out-dated knee board. A real make-over! DCS needs a virtual EFB on our virtual lap. Like we do in the real world - we have an iPad on our lap. (EFB=Electronic Flight Bag). On that EFB we can run whatever apps we want. Here are some examples: Be it an aerial maps app (one that lets us slew the map around, zoom in and out, display or remove data layers such as different coordinate systems [MGRS,LAT/LONG], waypoints, terrain, Satellite imagery, terrain data, obstacles data, points of interest, Navids, routes, SAM and threat rings, weather data (dangerous thunderstorms, severe turbulence, winds aloft, etc..), and even mark something on the map freehand with an apple pen our finger, and much more. To that app you can add sensors like GPS, thus turning it into a moving map app, and even ADS-B data that turns it into a portable TCAS and updates the weather in real time. Be it a mission computer app or a portable data link app Be it a documents managing app that let us view PDF’s with our checklists, lists, aircraft manuals, mission data such as intel, objectives, coordinates, frequency lists, airport and approach charts, you name it. Be it Weight and Balance apps that would help us decide how to load the aircraft with payloads. I would suggest it to allow us to run real world apps on the virtual tablet (sort of like a virtual machine), for example ForeFlite, and be open to the public to write apps to this virtual tablet.. this could open up a market of apps for the virtual EFB, and lead to devs from the community write amazing apps for it. This EFB can also be linked to a real world iPad that would run a DCS EFB app on it that will allow us to freehand on the real life iPad with a real apple pen, and see it appear on the virtual tablet on our virtual lap in-game. Although the pilots in the 70’s didn’t have tablets and EFB’s in the cockpits, and it’s not realistic, they did have real hands and real maps and real pens and real knee boards that they could use to get all of this data that VR pilots just cannot access once the VR “helmets” goes on and limits our world to the DCS eco system. A virtual EFB could compensate all that and help us immerse into that virtual world. And of course one could limit the use of some of the EFB’s features through the mission editor, so WWII pilots won’t be able to cheat with a moving map or a portable data link app…. I also see an opportunity for Eagle Dynamics to make more income out of this - selling apps for the virtual EFB (a virtual App Store?), collaboration with real world vendors such as ForeFlite subscriptions, Navigraph subscription, and much more, even selling the real iPad app that would interface our real iPad/Tablet to the virtual EFB.. VR is the future of simming and It’s time for a makeover of that knee board. The sooner ED improves the immersion in VR - the better. The sky is the limit!
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What do you think about having restrictions in-game to your view, while in VR in the cockpit? Have you had experience with such limitations on your view before in other sit-down games? Do you believe that such limits will increase the immersion? Words and comments appreciated as well. Feedback doesn't have to just be from the poll alone. Preferably, it'd be both.
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I am considering whether to use VR, but I want to know something: If you're in a clickable cockpit (E.G. F/A-18C) and using VR, if you try to click a button with the mouse, will the cursor show up on the VR screen?
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Hello DCS a10 users Can anyone tell me what device they are using on their hands in these videos to reach into the cockpit in VR and control the dials and buttons while in VR with their fingers? 355th Training Squadron implementing a new A-10 Thunderbolt II virtual reality simulator lab video: same video multiple times showing finger controllers: 355th Training Squadron implementing a new A-10 Thunderbolt II virtual reality simulator lab time 38 355th Training Squadron implementing a new A-10 Thunderbolt II virtual reality simulator lab time 56 355th Training Squadron implementing a new A-10 Thunderbolt II virtual reality simulator lab time 80 355th Training Squadron implementing a new A-10 Thunderbolt II virtual reality simulator lab time 85 finger tracking strap led instructions on wall: 355th Training Squadron implementing a new A-10 Thunderbolt II virtual reality simulator lab time 113 Is this documented support for all users? I'd like to use this too for many of your modules. I only fly in VR and would love hand tracking as show in this video that would also control over buttons and knobs in the cockpits. Thank you very much!
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As shown in the video attached, the F5s joystick bindings, specifically the non-axis ones, the inputs seem to "stick". They are acting as if they are continuously being held even after releasing the joystick. This issue only occurred after the 2.9 update. It's hard to see but it's most prominent when you look at the flare/chaff button. You can see that is being held down after using the binding once. The only way to undo it is to reach and click it manually which isn't a realistic option. dfgfdggfd.mp4
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