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Posted

I finally tweaked my O+ to give me good performance in missions like Through the Inferno, but the spotting is absolutely awful.

 

Visually, large vehicles like tanks won't render at all unless I'm below 6000ft and within about 2nm of the target area. Even then, it's incredibly hard to distinguish a T-80 from a desert bush, even with VR zoom. Smaller vehicles like support trucks are damn near invisible, and I typically can't ID if it's a bush or an Ural until 0.8-0.9nm out with VR zoom while on my gun run. On a 40-30DB CCIP bomb run from 8000-9000ft I have to VR zoom to see my target at all.

 

Even the AGM65D's have inhibited drawing range, at least in the A-10C. Bushes and trees are rendered beyond 8nm, but vehicles are completely absent. Once I get around 5.5nm or so vehicle IR signatures suddenly pop out of nowhere. Compared to flying 2D in the Harrier where I can consistently see IR signatures out to 13nm and get solid firing solutions at 7nm, this is absurd.

 

What can I do, other than labels, to increase spotting distance with the O+? For reference these are my DCS graphics and VR settings:

https://imgur.com/ldfU5fv

https://imgur.com/7uHWawQ

Posted (edited)
I finally tweaked my O+ to give me good performance in missions like Through the Inferno, but the spotting is absolutely awful.

 

Visually, large vehicles like tanks won't render at all unless I'm below 6000ft and within about 2nm of the target area. Even then, it's incredibly hard to distinguish a T-80 from a desert bush, even with VR zoom. Smaller vehicles like support trucks are damn near invisible, and I typically can't ID if it's a bush or an Ural until 0.8-0.9nm out with VR zoom while on my gun run. On a 40-30DB CCIP bomb run from 8000-9000ft I have to VR zoom to see my target at all.

 

Even the AGM65D's have inhibited drawing range, at least in the A-10C. Bushes and trees are rendered beyond 8nm, but vehicles are completely absent. Once I get around 5.5nm or so vehicle IR signatures suddenly pop out of nowhere. Compared to flying 2D in the Harrier where I can consistently see IR signatures out to 13nm and get solid firing solutions at 7nm, this is absurd.

 

What can I do, other than labels, to increase spotting distance with the O+? For reference these are my DCS graphics and VR settings:

https://imgur.com/ldfU5fv

https://imgur.com/7uHWawQ

 

I was helping you on reddit. I am not having this spotting issue when looking out of the cockpit or on a FLIRpod. I also have no idea what setting would cause that:huh:

 

How far our can you post tankers and fighters? I can see tankers at 25nm and fighters at 10-15nm.

Edited by Strikeeagle345

Strike

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Posted

Sounds like you have draw distance on a low setting to me. Have mine on Ultra and never have issues seeing ground tgts. I run the 200% in steam Vr on my Odyssey +:thumbup:

 

Put your texture settings back to high and see if that helps

I7-8700 @5GHZ, 32GB 3000MHZ RAM, 1080TI, Rift S, ODYSSEY +. SSD DRIVES, WIN10

Posted
Sounds like you have draw distance on a low setting to me. Have mine on Ultra and never have issues seeing ground tgts. I run the 200% in steam Vr on my Odyssey +:thumbup:

 

He posted his settings. It is set to High, like mine is.

Strike

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Posted
He posted his settings. It is set to High, like mine is.

 

rgr maybe its the low texture settings then, i run both those high and dont have the issue. Or maybe its a bug with the draw distance of certain vehicles and or buildings. Ill go fly some today and pay more attention.

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Posted
rgr maybe its the low texture settings then, i run both those high and dont have the issue. Or maybe its a bug with the draw distance of certain vehicles and or buildings. Ill go fly some today and pay more attention.

 

Good point. My textures are all on High and I have no problem.:huh:

Strike

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Posted (edited)

It's good to crossreference here and reddit :)

 

Tankers I typically spot around 10-15nm (though I'm an exclusive user of the KC-130 and S-3B, so can't say much about the -135). I haven't done enough A2A to say much about fighters, but the last time I recall doing BFM in the Tomcat an F-15C wasn't really visible until within 8nm or so.

 

Recently I've been flying the A-10C,and using the CCIP gun cross / Maverick / waypoint data for ranging information. With the TGP my spotting distance increases, so I don't know why the Mavericks won't see tanks until so close.

Edited by Nealius
Posted
It's good to crossreference here and reddit :)

 

Tankers I typically spot around 10-15nm (though I'm an exclusive user of the KC-130 and S-3B, so can't say much about the -135). I haven't done enough A2A to say much about fighters, but the last time I recall doing BFM in the Tomcat an F-15C wasn't really visible until within 8nm or so.

 

Recently I've been flying the A-10C,and using the CCIP gun cross / Maverick / waypoint data for ranging information. With the TGP my spotting distance increases, so I don't know why the Mavericks won't see tanks until so close.

 

hmm, odd. I havent used the hornet since the Cat came out, so I cant say for sure if this issue is present for me. My buddies have not mentioned anything, and they are O+ hornet drivers as well.

Strike

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Posted

Okay, I put textures back up to high, shadows low, visib range ultra, displays 1024 (not every frame), MSAA off, terrain shadows off, ground clutter 0%, trees 70%, PD 1.2.

 

Spotting got much better, but I'm still at 30fps around the Al Minhad area and the jaggies are really unsightly. Pretty hard to avoid obstacles down low like construction cranes.

Posted

This cracks me up, we don’t have good performance with this resolution and now everybody is excited about the reverb? Get ready for ultra low settings

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Posted
This cracks me up, we don’t have good performance with this resolution and now everybody is excited about the reverb? Get ready for ultra low settings

 

Lol that is kind of what I am thinking.

I will wait for actual forum user reports on the Reverb.

I do have a Rift S coming though. If nothing else I want it for some of the Oculus games I enjoy with the Touch controllers. If I am happy with it in flight sims, all the better.

Don B

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Posted
Okay, I put textures back up to high, shadows low, visib range ultra, displays 1024 (not every frame), MSAA off, terrain shadows off, ground clutter 0%, trees 70%, PD 1.2.

 

Spotting got much better, but I'm still at 30fps around the Al Minhad area and the jaggies are really unsightly. Pretty hard to avoid obstacles down low like construction cranes.

 

Your CPU is holding you at 30 FPS. I get 45+ (depending on how busy the scene is) over Al Minhad, see my specs below.

Strike

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Posted (edited)

Eyeball

Height in feet

5

6

10

50

100

250

500

1000

1050

5000

10000

29000

100000

500000

Miles you

can see

2.65

2.9

3.74

8.37

11.83

18.71

26.46

37.42

38.34

83.67

118.32

201.49

374.17

836.66

 

 

s^2 = (r + h)^2 - r^2 where s is how far you can see, r is the radius of earth, and h is how high your eyes are.

 

In real life. Now, this is not real life, it's a sim. Digital images, distorted by the technology itself. Gets worse if resolution is lower. Also, highly dependant on amount of light particals, size of object, visual clarity, time of day, immediate surroundings of object, object color, motion of object, background, etc.

Edited by dawgie79
Posted
Okay, I put textures back up to high, shadows low, visib range ultra, displays 1024 (not every frame), MSAA off, terrain shadows off, ground clutter 0%, trees 70%, PD 1.2.

 

Spotting got much better, but I'm still at 30fps around the Al Minhad area and the jaggies are really unsightly. Pretty hard to avoid obstacles down low like construction cranes.

 

Unfortunately it may be that your RTX 2070 isn't up to the task. It's a recurring theme if you Google it (although I'd love to hear the experience of others flying DCS with a 2070). I have this card running with an i7-9700K and an Oculus Rift, and the GPU can handle most 'normal' VR games, but not sims like Elite Dangerous or DCS. I have to run all settings at low or off in DCS to avoid stuttering and get any reasonable performance. But that results in making identification of vehicles and airplanes impossible at any distance.

Posted

I guess it could be. I'm surprised at the massive gap between non-VR and VR performance, as I can max everything out in non-VR and the 2070 never dips below 55fps.

Posted
I guess it could be. I'm surprised at the massive gap between non-VR and VR performance, as I can max everything out in non-VR and the 2070 never dips below 55fps.

 

Completely agree. My 2070 can handle anything without a blink on a flat screen monitor, but not VR. Weird.

Posted

Naelius, try putting your water parameter to low, and test FPS. Water rendering is an issue in this engine since LOMAC days....

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Posted
I guess it could be. I'm surprised at the massive gap between non-VR and VR performance, as I can max everything out in non-VR and the 2070 never dips below 55fps.

 

Completely agree. My 2070 can handle anything without a blink on a flat screen monitor, but not VR. Weird.

 

Just curious, what are your monitor resolutions?

Posted
Just curious, what are your monitor resolutions?

 

I use a 27" curved screen gaming monitor set at 2560X1440. The card has no trouble at this resolution and all settings on high.

Posted
I use a 27" curved screen gaming monitor set at 2560X1440. The card has no trouble at this resolution and all settings on high.

 

I dont know what headset you are using, but if its Vive pro resolution (2880*1600, total) or above, you are obviously pushing more pixels through the HMD, even with that monstrous monitor.

 

2880*1600 is roughly double the pixels of 2560*1440, quite a big jump.

 

But if its gen 1 resolution (2160*1200, give or take, depending on brand), then you would be pushing less through an HMD.

 

I know its not completely all about raw pixels - I wonder if there is harder drain on resource generating 2 viewpoints?

  • ED Team
Posted

I usually have no issues spotting ground vehicles with my DELL visor, but I believe some vehicles have a different LOD so appear at different ranges. If this was adjusted so all vehicles had the same it would make things easier.

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Posted
I dont know what headset you are using, but if its Vive pro resolution (2880*1600, total) or above, you are obviously pushing more pixels through the HMD, even with that monstrous monitor.

 

2880*1600 is roughly double the pixels of 2560*1440, quite a big jump.

 

But if its gen 1 resolution (2160*1200, give or take, depending on brand), then you would be pushing less through an HMD.

 

I know its not completely all about raw pixels - I wonder if there is harder drain on resource generating 2 viewpoints?

 

Totally agree. I’m using a Rift and get decent performance, but only after a lot of tweaking and minimizing settings.

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