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  1. 1. Oculus Rift and DCS World Discussion

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Posted
Isn't there a thread for low frame rates guys.

 

 

Sent from my iPad using Tapatalk

 

There is and the answers range from:

 

-beef up your system (don't know how I can go much better)

-use lower settings (I have them as low as they go)

-turn down shadows (I have them off)

-mod the game to use settings from 1.5.2 (In other words roll the game back because the 'progress' that's been made makes it run worse in VR).

 

That thread has been going around in circles like that for months without any formal acknowledgement of a problem or that anything is being done about it!

__________________________________________________

Win 10 64bit | i7 7700k delid @ 5.1gHz | 32Gb 3466mhz TridentZ memory | Asus ROG Apex motherboard | Asus ROG Strix 1080Ti overclocked

 

Komodosim Cyclic | C-tek anti torque pedals and collective | Warthog stick and throttle | Oculus Rift CV1 | KW-908 Jetseat | Buttkicker with Simshaker for Aviators

 

RiftFlyer VR G-Seat project: http://forums.eagle.ru/showthread.php?p=2733051#post2733051

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Posted
It's worse in v2.0 - ED really needs to optimize the sim objects for high fidelity rendering in VR. Look about hundred pages back where we talked about this.

 

While tweaking will always be ongoing, I think the engine is very optimized right now, it actually runs like a dream on my modest system. I can imagine another engine running what we see in 2.0 and NTTR. This includes running DK2 as well.

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Posted

2.0 Hasnt been patched in over a month, the engine and Oculus Runtimes are outdated.

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3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

Posted

I think there's a large segment of us that are running the latest intels clocked > 4.5ghz, >8gb ram, and 9 series GPU's, and we still can't get the frame rates we want even with settings on low. Something is jacked up, but I guess we'll have to wait until 2.5 and deal with it once it's settled down a bit.

i5-4670K@4.5GHz / 16 GB RAM / SSD / GTX1080

Rift CV1 / G-seat / modded FFB HOTAS

Posted

This:

 

While tweaking will always be ongoing, I think the engine is very optimized right now, it actually runs like a dream on my modest system. I can imagine another engine running what we see in 2.0 and NTTR. This includes running DK2 as well.

 

Juxtaposed against this:

 

2.0 Hasnt been patched in over a month, the engine and Oculus Runtimes are outdated.

 

Presents an interesting dichotomy...

 

Thank you both for your perspectives. Let me add that it was either Vic_X or Sentry who did some very careful analysis showing that certain graphical objects in DCS were killing frame rates unnecessarily. One possible hypothesis is that the objects in question had texturing on both sides, even when the object could be seen from only one side. There's much more detail to the claims farther back in this thread < < <

 

Moreover, intermittent frame rate degradation is often not experienced when using a monitor. However, in VR frame rate performance is paramount. While these latest updates using v1.3 runtimes and harnessing ATW are quite good, there's really no reason at all why my 5930/980ti should get bogged down on a solo flight with all low settings. There are times when flying over cities the frame rates drop to 40 or less. ATW helps, but it's still noticeable...

 

And it's a good thing it's not frequent...

 

Perhaps it's prudent to approach "optimization" for VR differently than for screens. Maybe there are tricks that maintain frame rate fidelity and graphical quality that are specific to what is seen through the VR HMD. Of course I don't presume to know this stuff like the professionals, and I am just an outsider, but instead of a "one size fits all" solution for both screen and VR users is better replaced with one that does not appear to relegate VR to second class status.

 

So far, so good...that's without question. I think VR-specific tweaks will make DCS great. All of this IMHO, of course.

Derek "BoxxMann" Speare

derekspearedesigns.com 25,000+ Gaming Enthusiasts Trust DSD Components to Perform!

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Been Flight Simming Since 1988!

Useful VR settings and tips for DCS HERE

Posted
This:

 

 

 

Juxtaposed against this:

 

 

 

Presents an interesting dichotomy...

 

Thank you both for your perspectives. Let me add that it was either Vic_X or Sentry who did some very careful analysis showing that certain graphical objects in DCS were killing frame rates unnecessarily. One possible hypothesis is that the objects in question had texturing on both sides, even when the object could be seen from only one side. There's much more detail to the claims farther back in this thread < < <

 

Moreover, intermittent frame rate degradation is often not experienced when using a monitor. However, in VR frame rate performance is paramount. While these latest updates using v1.3 runtimes and harnessing ATW are quite good, there's really no reason at all why my 5930/980ti should get bogged down on a solo flight with all low settings. There are times when flying over cities the frame rates drop to 40 or less. ATW helps, but it's still noticeable...

 

And it's a good thing it's not frequent...

 

Perhaps it's prudent to approach "optimization" for VR differently than for screens. Maybe there are tricks that maintain frame rate fidelity and graphical quality that are specific to what is seen through the VR HMD. Of course I don't presume to know this stuff like the professionals, and I am just an outsider, but instead of a "one size fits all" solution for both screen and VR users is better replaced with one that does not appear to relegate VR to second class status.

 

So far, so good...that's without question. I think VR-specific tweaks will make DCS great. All of this IMHO, of course.

 

Frame rates in DCS have always Fluctuated over cities do to the amount of objects being processed by DirectX,

 

NTTR is no Exception to this, the amount of objects placed in Vegas Area Alone is Significant, and if you tried running that on a DX9API, it would likely bring your FPS to it's Knees,

 

I merely mentioned 2.0 hasnt been updated, so Users would have to use the older .8 Rift Runtimes which do NOT have ATW, etc.

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

Posted

And perhaps it's the way those objects are optimized or created that can help or hinder rendering fidelity for VR? Maybe extraneous objects within the LOD radius can get skipped or rendered in lower detail instead of everything, even when not all of it is necessary.

Derek "BoxxMann" Speare

derekspearedesigns.com 25,000+ Gaming Enthusiasts Trust DSD Components to Perform!

i7-11700k 4.9g | RTX3080ti (finally!)| 64gb Ram | 2TB NVME PCIE4| Reverb G1 | CH Pro Throt/Fighterstick Pro | 4 DSD Boxes

Falcon XT/AT/3.0/4.0 | LB2 | DCS | LOMAC

Been Flight Simming Since 1988!

Useful VR settings and tips for DCS HERE

Posted
Nice in-depth comparison between the Rift and the Vive. :)

 

 

Way ahead of you Amraam. Posted several pages back:

 

http://forums.eagle.ru/showpost.php?p=2741306&postcount=6673

__________________________________________________

Win 10 64bit | i7 7700k delid @ 5.1gHz | 32Gb 3466mhz TridentZ memory | Asus ROG Apex motherboard | Asus ROG Strix 1080Ti overclocked

 

Komodosim Cyclic | C-tek anti torque pedals and collective | Warthog stick and throttle | Oculus Rift CV1 | KW-908 Jetseat | Buttkicker with Simshaker for Aviators

 

RiftFlyer VR G-Seat project: http://forums.eagle.ru/showthread.php?p=2733051#post2733051

Posted
you have your CV1 to know that simshaker will work with buttkicker and CV1?

 

Not yet but I know Simshaker can output to a different sound card than your game audio.

__________________________________________________

Win 10 64bit | i7 7700k delid @ 5.1gHz | 32Gb 3466mhz TridentZ memory | Asus ROG Apex motherboard | Asus ROG Strix 1080Ti overclocked

 

Komodosim Cyclic | C-tek anti torque pedals and collective | Warthog stick and throttle | Oculus Rift CV1 | KW-908 Jetseat | Buttkicker with Simshaker for Aviators

 

RiftFlyer VR G-Seat project: http://forums.eagle.ru/showthread.php?p=2733051#post2733051

Posted

You dont have to use Rift's Audio... You can use your own.

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

Posted

I ordered in a pair of transducers and an amp for SimShaker. My PC has a second soundcard which will be for the transducers. I use headphones and don't want to use the Oculus muffs...those will go right away.

Derek "BoxxMann" Speare

derekspearedesigns.com 25,000+ Gaming Enthusiasts Trust DSD Components to Perform!

i7-11700k 4.9g | RTX3080ti (finally!)| 64gb Ram | 2TB NVME PCIE4| Reverb G1 | CH Pro Throt/Fighterstick Pro | 4 DSD Boxes

Falcon XT/AT/3.0/4.0 | LB2 | DCS | LOMAC

Been Flight Simming Since 1988!

Useful VR settings and tips for DCS HERE

Posted
intermittent frame rate degradation is often not experienced when using a monitor. However, in VR frame rate performance is paramount. While these latest updates using v1.3 runtimes and harnessing ATW are quite good, there's really no reason at all why my 5930/980ti should get bogged down on a solo flight with all low settings. There are times when flying over cities the frame rates drop to 40 or less. ATW helps, but it's still noticeable...

 

Ditto. I didn't have any problem with the monitor. In VR it's all over the place, and often for no apparent reason at all. I can have 800 objects in view and 45 FPS, or 2000+ objects and a solid 90FPS. Low or high settings don't make a difference. No matter what settings I use, GPU is always around 60%, and per-core CPU usage is also never higher than 60%. Something is screwed up.

 

Fortunately ATW makes it mostly playable, but the bluring and ghosting that happens when the frame plummets is just :puke:

i5-4670K@4.5GHz / 16 GB RAM / SSD / GTX1080

Rift CV1 / G-seat / modded FFB HOTAS

Posted
are you using CV1 and simshaker with buttkicker?

 

everyone keeps telling me simshaker works.. but no one is commenting on the actual CV1 usage with simshaker.

 

Right Click Speaker Icon in SysTray, Playback devices, choose your own sound card/headphones, click Set default.

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

Posted
I merely mentioned 2.0 hasnt been updated, so Users would have to use the older .8 Rift Runtimes which do NOT have ATW, etc.

 

Yet I have better experience flying over Vegas in DK2 on 2.0 with 0.8 runtimes than with 1.5.3 over Caucasus with 1.3 runtime. It's not a matter of framerate, but of stuttering when rotating the view frustum. It is a DCS issue, not a runtime issue.

Posted
Right Click Speaker Icon in SysTray, Playback devices, choose your own sound card/headphones, click Set default.

 

hey!

thanks for reply.

i left out my intentions.

if and when ever i do get the rift.

i want to use the CV1 built in headphones, along with the my buttkicker setup.

 

as the TESTED.com review mentions that there no way to use both, its either speakers or the rift built in headphones..

 

SO

maybe my question should have been,

 

HAS ANYONE USED THE RIFT CV1 BUILT IN HEADPHONES ALONG WITH BUTTKICKER or any transducer setup

 

again, thanks Skatezilla for your reply, sorry if my question wasnt clear.

please, i like to hear answer from someone who actually has a CV1.

find me on steam! username: Hannibal_A101A

http://steamcommunity.com/profiles/76561197969447179

Posted

In that case, no, You can only use one or the other as of right now, not sure, but SteamVR allows both, but not sure if that's Vive Only, or Device based when Using SteamVR.

 

Oculus Home, Settings Icon, Devices, Rift, and Choose between Rift Headphones, and Windows Default.

 

SteamVR is Performin poorly for me but that was expected,

 

Until my HDMI Adapter Comes, I have the unit hooked to my Server Box,

 

Im Talking 2 Core PhenomII at 2.4Ghz, Single 7950 Underclocked, etc.

 

DCS Gets 20-40 FPS w/ Everything on LOW, looks great, until the ghosting kicks in from the low FPS; Gets 10-25 FPS w/ Everything on HIGH, but the FPS is so low, text is significantly more readable.

 

Also, You have to Load Oculus Home First, and get to you're VR Home, before launching DCS.

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

Posted

all i have is gearVR.

im tempted to use that VRidge app to stream the PC desktop on to the galaxy S6 with GearVR, just to see how the DCS VR experience is!!!

 

but i will be patient.. VERY PATIENT..

where ONLY TWO THINGS MATTER TO ME AT THE MOMENT...

a) my rift CV1 shipping date

b) nvidia announcement of the sale of the Pascal Titan GPU product (NOT GTX1080)

find me on steam! username: Hannibal_A101A

http://steamcommunity.com/profiles/76561197969447179

Posted

The Consumer HBM2 Equiped nVidia Cards are still 9 months away.

 

Pro Cards/Studio Rendering Cards will get them this summer.

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

Posted
:( looks like im getting my rift late may/early june...

but its ok, i dont even have a PC ready for it, PASCAL Titan is soooooo far away.. i beg for grace of heavens that it will be sold in the summer

 

They are supposed to be announcing the Pascal at GTC, but no launch until later. How much later I don't know, but it will probably be just outside my 3 month EVGA upgrade option. :( That said I some good news today, in that the Rift has now shipped, and supposed to be here in Canada in two days.:)

Posted

Did a clean install and DCS still launches to the monitor.

 

Oculus software is set to allow outside sources. I have no idea what to do next...

 

Any ideas?

 

I am on Steam and I erased all local files and then re-downloaded everything - 12.2GB.

 

I am on Oculus 1.3.1 with a DK2.

 

Thanks,

 

Mars

 

Hi Guys,

 

I have tried it all:

 

- Newest drivers for graphics card (970)

- Newest Oculus software (1.3.1)

- I have "auto detect Rift" checked in the sim - I also have aero interfact turned off

- Steam 1.5 version of DCS - I have tried both "openbeta" and standard versions

 

pCars and P3D both work flawlessly but when I launch DCS from Steam it launches to the monitor every time.

 

One thought - I had the open beta version of DCS installed and when I change to the non-open beta version steam does not download anything - is it possible that, even though Steam says it has dropped the openbeta, that it is still running the openbeta exe?

 

Any Ideas? I can't wait to see ATW at work in DCS - it works so well in p3d!

 

Thanks,

 

Mars

Posted
They are supposed to be announcing the Pascal at GTC, but no launch until later. How much later I don't know, but it will probably be just outside my 3 month EVGA upgrade option. :( That said I some good news today, in that the Rift has now shipped, and supposed to be here in Canada in two days.:)

 

2017 Later... HBM2 Chips are still in very short supply, which is why AMD's Next card will go GDDR5X.

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

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