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Posted (edited)
10 минут назад, Steel Jaw сказал:

"Sorry, the file you have requested does not exist."

Here

flatshadow.hlsl

28 минут назад, Sr. сказал:

Hmmm, Unless I'm using something else I've forgotten about, this also gets rid of my A-10CII instrument reflections. I think it required editing a .dds line in the archive file. Then I select Factory New from the Special tab in game settings menu.

 

Taz would probably have a better memory than I.

You are right, I just forgot to select the pit.. stupid me. Did the same with glass texture of Ka-50 by taking a file from devrim's cockpit (hope he doesn't mind) and issue solved. Or you can just go with https://www.digitalcombatsimulator.com/en/files/602926/

Edited by Fiztex

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Posted

Sorry but where does it go?

"You see, IronHand is my thing"

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Posted
11 минут назад, Steel Jaw сказал:

Sorry but where does it go?

Bazar\shaders\metashaders\inc

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Posted
2 hours ago, Sr. said:

This is what I use for the A-10, I think it's a Taz mod.

 

 

DCS1.JPG

Are these lines you're adding to _HMD.hlsl  ?

they are already there its just setting the arguments to the the correct values 

 

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Posted
2 hours ago, edmuss said:

Yes, MFAA only works if MSAA is applied to the output. Turning MFAA on if you don't run MSAA in dcs does nothing.

You mean it does something to the visuals? I ran a benchmark test and noticed no FPS or GPU frametime change during the trackfile. Test 72 is without and Test 73 is with MFAA enabled. DCS MSAA is set to x2. So I will leave MFAA on, can't hurt 🙂

image.png

Some time ago Lukas S./Wolta also ran a bunch of NVCP tests and had the same outcome. Summary in his pinned comment. 

 

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Posted

MFAA effectively boosts the quality of the anti aliasing, almost as good as the next rank up so 2x MSAA + MFAA is almost as good as 4x MSAA for little to no performance hit. As long as you had MSAA enabled in DCS for your testing, I would say that performance impact is indeed nill.

The difference is a visual improvement for the same settings meaning that you can drop a rank of MSAA, retain visual quality and gain FPS back 🙂

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Posted
4 minutes ago, edmuss said:

MFAA effectively boosts the quality of the anti aliasing, almost as good as the next rank up so 2x MSAA + MFAA is almost as good as 4x MSAA for little to no performance hit. As long as you had MSAA enabled in DCS for your testing, I would say that performance impact is indeed nill.

The difference is a visual improvement for the same settings meaning that you can drop a rank of MSAA, retain visual quality and gain FPS back 🙂

Okay sounds good! So I have switched it on and will keep it on. Haven't played with the headset on yet to see if I notice the improvement, only ran the performance impact test with the headset on the desk. 

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Posted

I find that at 100% on the G2 it helps a lot with shimmer over MSAA 2x, makes it worthwhile running MSAA at all for me.

I do run openvrfsr which I think adds extra shimmer but this helps quell it down.

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Posted
8 minutes ago, edmuss said:

I find that at 100% on the G2 it helps a lot with shimmer over MSAA 2x, makes it worthwhile running MSAA at all for me.

I do run openvrfsr which I think adds extra shimmer but this helps quell it down.

You mean you are running SS at 100% and PD at 1.0 and you are not using MSAA at all?

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Posted

I use steamvr SS 100% with PD 1.0, fsr @0.7, MSAA x2 + MFAA with DCS settings mostly high. Using the Clearwater version of kegetys mod and taz's experimental low bit depth normal maps for the A10C.

To be honest I could turn MSAA off and be fine with it but it's a lot nicer flying over rooftops with it on.

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Posted
6 hours ago, zildac said:

#define ENABLE_SIMPLE_CANOPY  0 // Simplified canopy glass

#define ENABLE_DIFFUSE_SS         4 // Albedo texture supersampling. 0=off, 1=2x, 2=4x, 3=6x, 4=8x
 

Ran a quick test with both settings.

  • No performance loss when changing ENABLE_DIFFUSE_SS from 3 to 4, so will leave this at 4. 
  • Small performance loss of about 3 FPS and 0.5msec on the GPU Framerate when changing ENABLE_SIMPLE_CANOPY from 1 to 0. So will leave this at 1. I don't really mind the static reflections.

image.png

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Posted
15 minutes ago, edmuss said:

I use steamvr SS 100% with PD 1.0, fsr @0.7, MSAA x2 + MFAA with DCS settings mostly high. Using the Clearwater version of kegetys mod and taz's experimental low bit depth normal maps for the A10C.

To be honest I could turn MSAA off and be fine with it but it's a lot nicer flying over rooftops with it on.

Okay tnx.

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Posted

@Ready

I had a quick and dirty test with the simple canopy glass and I agree, it costs about 0.5-1ms but obviously with the baked in reflections obscuring everything in certain lighting conditions.

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Posted

which version of the mod did you apply, if there is no long load time; it was either not correctly applied or it is an IC safe version of the mod.

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Posted

It didnt show it the readme but before deploying the VR Shaders, should be empty the fxo/metashaders?

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Posted
4 часа назад, johnbowzer сказал:

It didnt show it the readme but before deploying the VR Shaders, should be empty the fxo/metashaders?

Normally it's not necessary, especially if you are just changing some parameters in config, but anyway it's always a good practice to avoid some possible issues.

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Posted

Just had a long test with vrperfkit Together with the universal VR shader mod. Works great, seeing a performance increase and the visuals are great.

Only one strange phenomena - sometimes when pressing Ctrl (when trying to increase time compression or ejecting) a red overlay appear around a clear circle in the middle of the view. Not sure where it's coming from, I presume it could be connected to an hmd mask size option but never seen that before.

Anyone got a clue?

Posted

Turn off the debug mode in the vrperfkit settings file by setting the flag to false 🙂

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Posted
2 часа назад, ZedTank сказал:

Anyone got a clue?

if you don't need change mod settings on the fly turn off hotkeys section in vrperfkit.yml file by setting it "false". those hotkeys conflict with DCS keymappings.

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Posted
1 hour ago, biotech said:

if you don't need change mod settings on the fly turn off hotkeys section in vrperfkit.yml file by setting it "false". those hotkeys conflict with DCS keymappings.

thanks, found it, it makes sense it's some kind of debug overlay - will check if it fixed it soon

Posted
On 11/21/2021 at 9:22 AM, Ready said:

Tnx I haven't seen it anymore since last repair.

So the 'screendoor'-circle returned. No idea what is causing this. I put in a red line to show were it is. Everything within the cirle looks sharper, but has some kind of screendoor effect. Outside the circle is more fuzzy, but without the screendoor effect. I am running quite a few mods and guess one of them has something to do with it. Maybe anyone has the answer and can save me loads of time testing this?

screenshot.523.jpg

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Posted (edited)
59 minutes ago, Ready said:

So the 'screendoor'-circle returned. No idea what is causing this. I put in a red line to show were it is. Everything within the cirle looks sharper, but has some kind of screendoor effect. Outside the circle is more fuzzy, but without the screendoor effect. I am running quite a few mods and guess one of them has something to do with it. Maybe anyone has the answer and can save me loads of time testing this?

screenshot.523.jpg

Screen door is usually result of having either SVR global or per game res set higher than necessary... can also happen using the OpenVR tool. I can make mine do this by setting the "renderScale": line to 80+

 

In your case it looks like the image upscaling is being applied to the circled are (by design)... I set my circle "radius": to 0.9, mostly so I can't see the differences.

Edited by Sr.

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Posted
41 minutes ago, Sr. said:

Screen door is usually result of having either SVR global or per game res set higher than necessary... can also happen using the OpenVR tool. I can make mine do this by setting the "renderScale": line to 80+

 

In your case it looks like the image upscaling is being applied to the circled are (by design)... I set my circle "radius": to 0.9, mostly so I can't see the differences.

 

Tnx, SVR global is set to 100 and game is set to 80. Will have a look at OVR and the render scale.

I fly an A-10C II in VR and post my DCS journey on Is your phone a YouTube Signature Device? - Gizmochina     |   Subscribe to my DCS A-10C channel   

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Posted
4 hours ago, Ready said:

So the 'screendoor'-circle returned. No idea what is causing this. I put in a red line to show were it is. Everything within the cirle looks sharper, but has some kind of screendoor effect. Outside the circle is more fuzzy, but without the screendoor effect. I am running quite a few mods and guess one of them has something to do with it. Maybe anyone has the answer and can save me loads of time testing this?

screenshot.523.jpg

Are you using openvrfsr or vrperfkit?

Both have a foveated render function that renders the centre of the screen at a higher quality and lesser at the outsides. You can adjust the size of the render circle to effectively eliminate the foveated render.

I think on earlier versions of openvrfsr it was a sharpen mask that only sharpened within the circle, at high levels of sharpening it have a very distinct image difference.

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