ED Team BIGNEWY Posted December 2, 2012 ED Team Posted December 2, 2012 (edited) I gave up in the end with crossfire, I was on to the ATI forums daily for assistance, but it was futile :) I am more than happy with one card now. how many monitors do you have?? I was running 3 screens with my crossfire setup, I am running 3 screens now on a Sapphire HD 7850 OC and its sweet :) Edited December 8, 2012 by BIGNEWY Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status Windows 11, NVIDIA MSI RTX 3090, Intel® i9-10900K 3.70GHz, 5.30GHz Turbo, Corsair Hydro Series H150i Pro, 64GB DDR @3200, ASUS ROG Strix Z490-F Gaming, PIMAX Crystal
Fish Posted December 8, 2012 Author Posted December 8, 2012 Thanks for all the replies, and discussion. After new drivers, and some testing, i have updated the initial post. Fish's Flight Sim Videos [sIGPIC]I13700k, RTX4090, 64gb ram @ 3600, superUltraWide 5120x1440, 2560x1440, 1920x1080, Warthog, Tusba TQS, Reverb VR1000, Pico 4, Wifi6 router, 360/36 internet[/sIGPIC]
Guy Smiley Posted December 11, 2012 Posted December 11, 2012 Hi guys, I'm still new to DCS and am a bit overwhelmed with all the info on this forum. I'm finding it hard to distill all the information that may be contained in bits and pieces throughout hundreds of posts! I'm running surround screen with two gtx 480s (4320x900)and I'm getting the cloud flickering. I'm running the 1024 every frame. So is the advice to enable SFR instead of AFR2 in Nvidia Inspector? Do I just keep the same bits provided with the default Black Shark Nvidia profile?
EtherealN Posted December 11, 2012 Posted December 11, 2012 A note: "1024 every frame" controls the multi-function-displays, Shkval (in Ka-50 etcetera), not overall graphics. The "1024" means that the viewport will be rendered in 1024x1024 pixels, and the "every frame" means that this viewport will be updated at the same rate as the general game. (So if your game is running at 60fps, each MFD/Skhval etc will also run at 60fps.) This also governs rear-view-mirrors. [sIGPIC][/sIGPIC] Daniel "EtherealN" Agorander | Даниэль "эфирныйн" Агорандер Intel i7 2600K @ 4.4GHz, ASUS Sabertooth P67, 8GB Corsair Vengeance @ 1600MHz, ASUS GTX 560Ti DirectCU II 1GB, Samsung 830series 512GB SSD, Corsair AX850w, two BENQ screens and TM HOTAS Warthog DCS: A-10C Warthog FAQ | DCS: P-51D FAQ | Remember to read the Forum Rules | | | Life of a Game Tester
Guy Smiley Posted December 11, 2012 Posted December 11, 2012 A note: "1024 every frame" controls the multi-function-displays, Shkval (in Ka-50 etcetera), not overall graphics. The "1024" means that the viewport will be rendered in 1024x1024 pixels, and the "every frame" means that this viewport will be updated at the same rate as the general game. (So if your game is running at 60fps, each MFD/Skhval etc will also run at 60fps.) This also governs rear-view-mirrors. Oh, I see! Thank you for clarifying that. I haven't as yet seen any flickering on any of the MFDs in the A-10 or KA-50, only clouds that flicker at the start of the mission and then go away pretty much as soon as I'm airborne, never to return. I gather this setting therefore doesn't apply to the P-51. I tried the SFR suggestion that somebody had made earlier and it didn't appear to have any effect on the annoying cloud flickering, so I just put it back to the Nvidia Recommended AFR2.
Fish Posted December 11, 2012 Author Posted December 11, 2012 cheers Quirk, You will not get 100% addition performance,..... yes understand that allright. But if it drives me from 40fps, to way over 60 (which is the refresh rate limit of my monitors, then im happy. If you plan to use multiple monitors for gauges, mfds, etc,.... No. Never did it for me, and good zoom/TIR/Pause setup works fine for me. Sacrificing FPS for duplicated information does not make much sense for me. However if you plan to triple screen, full screen with SLI, then it'll work. I only tried this briefly, but its hard to drop frames to 1/3, after getting a taste for that 'smooth as butter' experience with the single monitor. Also not happy yet with how surround is implemented with DCS, side angles seem 'awkward' and unnatural, i know they are trying to bend a 3d image into flat surfaces, but they don't seem do do it as good as for example BMS has done. Maybe its a configuration issue. i think this discussion should be in a separate post. Fish's Flight Sim Videos [sIGPIC]I13700k, RTX4090, 64gb ram @ 3600, superUltraWide 5120x1440, 2560x1440, 1920x1080, Warthog, Tusba TQS, Reverb VR1000, Pico 4, Wifi6 router, 360/36 internet[/sIGPIC]
Quirkitized Posted December 11, 2012 Posted December 11, 2012 While using triple screens, still use the "1 Screen" option and not the "3 Screen" option. Using the 3 screen option will destroy your frame rate and imo, look like crap. 1 screen will give you the best performance still even for triple screen layout. However, surround gaming with three screens in DCS has it's flaws like nearly every game with three screens, the side screens feeling a bit stretched and what not. But I haven't found a single game where that didn't happen to some extent. If you were already using the 1 screen option, then nevermind all this :D
wolle Posted December 12, 2012 Posted December 12, 2012 "Multicore development" is already "transparent". Issue is that it is not exactly easy - and transforming an existing, singlethread codebase is even less so. It is, as they say, about as far as it is possible to get from the proverbial flipping of a compiler flag; it's something you want to do at the design stage not after implementation is already complete. I apologize in advance for my probably ignorant opinion (I am not a software engineer or anything like that), but I have never understood why DCS is not multithreaded. There are so many tasks that could easily be run in parallel, because they are completely independent of each other and require no or very little exchange of data. Take as an example the calculation of aerodynamic forces for independent units, such as player and AI aircraft, the forces on one unit does not depend on that on another. Or moving ground force AI units around, and so on. As I said, just a layman's opinion... [sIGPIC][/sIGPIC] Intel Core I7 4820K @4.3 GHz, Asus P9X79 motherboard, 16 GB RAM @ 933 MHz, NVidia GTX 1070 with 8 GB VRAM, Windows 10 Pro
sobek Posted December 12, 2012 Posted December 12, 2012 Take as an example the calculation of aerodynamic forces for independent units, such as player and AI aircraft, the forces on one unit does not depend on that on another. Or moving ground force AI units around, and so on. As I said, just a layman's opinion... Well, in a more sophisticated turbulence model, this would not exactly be true. That aside, the problem is not per se the flight models themselves, but that there is a gigantic interface with the rest of the simulation. Adapting interfaces in hindsight is a pain in the ass even in very simple software, and the pain in the assery grows exponentially with the size and complexity of a software project. It also depends on how the original code was written, whether it is object or process oriented. There are other complexities involved as well, such as scheduling, etc. Good, fast, cheap. Choose any two. Come let's eat grandpa! Use punctuation, save lives!
Kuky Posted December 12, 2012 Posted December 12, 2012 While using triple screens, still use the "1 Screen" option and not the "3 Screen" option. Using the 3 screen option will destroy your frame rate and imo, look like crap. 1 screen will give you the best performance still even for triple screen layout. While true that 3 Screen option will give worse frame rate, it's not true that it will look like crap because 1 Screen over 3 monitors will look like crap due to stretching of the image towards edges of the side screens. In this respect 3 Screen option is better choice as stretching is minimal. PC specs: Windows 11 Home | Asus TUF Gaming B850-Plus WiFi | AMD Ryzen 7 9800X3D + LC 360 AIO | MSI RTX 5090 LC 360 AIO | 55" Samsung Odyssey Gen 2 | 64GB PC5-48000 DDR5 | 1TB M2 SSD for OS | 2TB M2 SSD for DCS | NZXT C1000 Gold ATX 3.1 1000W | TM Cougar Throttle, Floor Mounted MongoosT-50 Grip on TM Cougar board, MFG Crosswind, Track IR
atomdude Posted October 26, 2015 Posted October 26, 2015 so does the current version of 1.5 support SLI? and how can you tell if it is using SLI?
rrohde Posted October 26, 2015 Posted October 26, 2015 (edited) @atomdude Not sure if it does work correctly without any NVIDIA profile, but I use NVIDIA Inspector with an DX11 profile; see screenshot here: http://screencloud.net/v/n3w2 (my settings might not be the best, so if someone thinks I could tweak some more - feel free to share) I then use MSI Gaming App to enable GPU Usage overlays, and it does indeed loadshare my two GPUs between each other in DCS 1.5. PS: This screenshot below shows the GPU Usage overlays in action in the top-left corner... (never mind the crash message) :) Edited October 26, 2015 by rrohde Added screenshot PC: AMD Ryzen 9 5950X | MSI Suprim GeForce 3090 TI | ASUS Prime X570-P | 128GB DDR4 3600 RAM | 2TB Samsung 870 EVO SSD | Win10 Pro 64bit Gear: HP Reverb G2 | JetPad FSE | VKB Gunfighter Pro Mk.III w/ MCG Ultimate VKBcontrollers.com
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