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Posted

A radio communications menu option was added with this update that can increase game performance as a last resort by removing effects at the Epsom battle location, removing some extra objects like channel shipping, reducing the squadron size from 8 to 4, and removing aircraft that are based in England altogether.

 

This communications menu option is available under the F10 menu until you taxi:

 

TGDRtKB.png

 

Keep in mind that this option does not really give the experience we had in mind. It is only intended to allow players who could not get airborne even at the lowest settings a chance to play the missions in some form. Excessive pauses and stutters have been reported across all versions and all terrains so ED is aware of it and working to find solutions.

 

In the meantime, thanks for your patience. Things like 88mm flak effects, lower cloud bases, bombs for the Spitfire, and more AI aircraft types are going to add a lot to the experience when available. There is a long way to go but I wouldn't be here if I did not think they were capable of pulling off a great WWII environment.

Posted

Nice work. Glad to see that the campaign will continue to be updated with more and more stuff coming to DCS.

 

It sure would be nice to see an introduction to the campaign on your channel;)

Posted

one thing I do ... to fly better EPSOM campaign

 

just to uncheck the SHADOWS in the GUI

 

SHADOWS --> on OFF before to lauch the campaign

 

that's all for me to let me fly cool the EPSOM campaign

 

cheers ;)

Clevo Sager - i7 6700-K 4.0Ghz OC@4.4Ghz - RAM 32GB DDR4 - VIDEO Nvidia 980 GTX 8Go - XFi SoundBlaster



VR with Oculus Rift - KGB Gunfighter-Pro + Cougar Gaz + Simped + volant T300 + pédalier LeoBodnar

 

Posted

When testing missions, both selfmade and editing the the user made ones I found around the forum, I found that ground units are the primary culprit of unit types killing performance. Even large b-17 formations, intercepting fighters and large numbers of ships at the beach did not have a huge impact.

 

You probably know already off course, but I see that the F10 option removes the second flight+other patrols, when the same performance gain perhaps (?) could be had by removing some moving trucks etc. With the enormous amount of ground activity it is no wonder it is taxing even high end systems:)

Posted

Thanks for the radio command.

 

I don't see that previous FPS drop to 14 when I use the command. :) Just great. :thumbup:

 

Flew again the first mission yesterday and killed myself during a poorly executed dive that rendered my virtual character unconscious.

 

Good times ...

Posted

So when I first bought the Epsom campaign I had an old MoBo and CPU AMD 8350 black ed. and performance was pretty awful, but I upgraded tp a i7-7700K and no more issue! I guess it really comes down to CPU performance more so than video card as I had/have a gtx 1080 for both CPU's.

[sIGPIC][/sIGPIC]

 

Spudknocker DCS World YouTube Channel!!

 

RTX 2080 Ti - i7-7700K - 32GB RAM - DCS on 1TB EVO 970 M.2 SSD - Logitech X56 HOTAS

Posted

Thanks so much for this tweak Bunyap!

 

Flying in VR the campaign was virtually unplayable for me even at very low settings. Applying this has made it playable for me. I just completed the first mission and even racked up a few kills.

 

Granted I would love to be able to fly it in all it's glory as originally intended, and hopefully at some point with some optimizations down the road I will be able to, but at least now currently it would seem I can fly it now.

 

Thanks again, much appreciated!

Don B

EVGA Z390 Dark MB | i9 9900k CPU @ 5.1 GHz | Gigabyte 4090 OC | 64 GB Corsair Vengeance 3200 MHz CL16 | Corsair H150i Pro Cooler |Virpil CM3 Stick w/ Alpha Prime Grip 200mm ext| Virpil CM3 Throttle | VPC Rotor TCS Base w/ Alpha-L Grip| Point Control V2|Varjo Aero|

Posted (edited)
Thanks so much for this tweak Bunyap!

 

Flying in VR the campaign was virtually unplayable for me even at very low settings. Applying this has made it playable for me. I just completed the first mission and even racked up a few kills.

 

Granted I would love to be able to fly it in all it's glory as originally intended, and hopefully at some point with some optimizations down the road I will be able to, but at least now currently it would seem I can fly it now.

 

Thanks again, much appreciated!

 

 

 

^This for me too^

 

 

Fantastic campaign, look forward to experiencing it in all its glory when 2.1 is better optimised. Meanwhile thanks for the extra option Bunyap, it's allowing me to play the campaign for now.

 

 

Good point zionid made though in regard excessive ground units and low FPS.

Edited by bart

System :-

i7-12700K 3.6 GHz 12 core, ASUS ROG Strix Z690-A Gaming, 64GB Corsair Vengeance RGB Pro 3200MHz, 24GB Asus ROG Strix Geforce RTX 3090, 1x 500GB Samsung 980 PRO M.2, 1x 2TB Samsung 980 PRO M.2, Corsair 1000W RMx Series Modular 80 Plus Gold PSU, Windows 10. VIRPIL VPC WarBRD Base with HOTAS Warthog Stick and Warthog Throttle, VIRPIL ACE Interceptor Pedals, VIRPIL VPC Rotor TCS Plus Base with a Hawk-60 Grip, HP Reverb G2.

 

 

Posted
You probably know already off course, but I see that the F10 option removes the second flight+other patrols, when the same performance gain perhaps (?) could be had by removing some moving trucks etc. With the enormous amount of ground activity it is no wonder it is taxing even high end systems:)

 

Yeah, absolutely. There are a lot but we tried as much as possible to have ground units activate later in the mission and only if the player flies into their part of the map.

 

It was such a remarkable week with four panzer divisions arriving by road in daylight that this is really the worst case in terms of units required behind the front lines. The placement is set up to give the player a number of opportunities to strafe that matches the records but we might look at reducing the number of ground units per group. There are still rail targets to add once that system matures so there will definitely have to be adjustments going forward.

 

The 88mm flak guns might give us a chance to recoup some performance once their behavior is finalized. We know how many 'puffs' should be in the air from footage and the rate at which they should shoot down aircraft but it is too early to tell if we are over or under the mark. With any luck, we will be able to back off a bit on those once targeting, ballistics, and effects are in place. My fingers are crossed.

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