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glide

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About glide

  • Rank
    Member
  • Birthday 01/01/1967

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  • Flight Simulators
    DCS world.
  • Location
    West Coaster
  • Interests
    Flight sims of course
  • Occupation
    Gamer

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  1. If you are like me and have Windows running a desktop background slideshow out of the Screenshots directory, next time you snap a few shots, be mindful of where the horizon sits as you press the capture button. You can even put some tape on the edge of the monitor for alignment. Then snap your panoramic shots while lining up the horizon to your mark, and Windows should display them in order, giving you a very nice wallpaper.
  2. It would be very easy to see shared GPU memory cleared if Mustang's driver is working; it will go to down to .1 GB between missions. I don't know who controls the Shared GPU memory. I did notice that it gets used even when the Dedicated GPU memory is not full during loading, but it clears out by the time the game is loaded.
  3. I see the pattern emerging now. If your card is using Shared GPU Memory AND you have SSAA or MSAA enabled, you will take a big performance hit. If you are using Shared GPU Memory and you have SSAA and MSAA disabled, performance will be ok, but the VRAM leakage seems to occur when the card uses Shared GPU Memory. Unfortunately, this makes it tough for anyone with less than 8GB of VRAM to enjoy Syria. I had to turn down textures, water, shadows, and visibility to get the VRAM usage on Syria down to below 8GB. Get your VRAM usage down as low as you can go, and turn off
  4. @divinee you are my hero. I went back to Caucasus and Persian Gulf, turned on SSAA X2, SSLR, AF 16X, MFAA, and AATR Supersample X2. My card never ventured into Shared GPU memory, and it was quite simply perfection! No stutters, good frame rates, and all the eye candy you can want. Thank you so much!
  5. The F-16 Free Flight on Syria is a good one to test if you don't want to build a mission. I see now why it all looks so rosy when you have 11GB of VRAM and 32GB of RAM. The game sits at a steady 28 GB of RAM usage and about 11.5 GB of VRAM at 4k with all the goodies turned up high.
  6. Also could not get Persian Gulf to accumulate Shared GPU Memory or stutters with an ordinary ground action/dogfight mission. Going to try adding a few dozen super carriers to see what that does to Shared CPU mem.
  7. After the Syria testing, I flew a couple of Caucasus tests with terrain textures on HIGH. I could not get any Shared GPU memory to accumulate on that map. However, I could get my Dedicated GPU memory usage to go from 9.1 GB to 10.3 GB just by flying over the Super Carrier group. Then I jumped back to Syria and put the Super Carrier group in the bay at Beirut. I could get 1.1 to 1.7 GB of Shared GPU memory right from takeoff. I also noticed that the Shared GPU memory does not get flushed between missions. I'm going to keep an eye on the Shared GPU usage
  8. I did a couple of quick passes on this with the GPU monitor open, and it does seem as though stutters cause a jump in Shared GPU memory usage. I also noted this behavior around the carrier group (did a bolter on the George Washington with my Viper). More investigation required.
  9. I should mention that in light of this excellent observation, my Beirut test mission is a fully built mission with no real ground action (a few units holding positions, no movement) but a very nice dogfight. I'll try this again on a blank (smaller) mission.
  10. 2D, and I am holding off VR until this gets sorted. I have been wondering if the shader issue and the VRAM leak are related. If the size of the shader cache stays constant on disk, then DCS may be creating creating shaders erroneously and leaving objects behind in memory. As I mentioned in another thread, I can make stutters on demand launching to Beirut runway and turning my head back and forth toward the city with HIGH terrain textures. However, those stutters do not occur if terrain textures are LOW. I am wondering if those stutters are leaving behind some orp
  11. Yeah, the 20 and 30 series are way ahead of the software stacks IMHO. Flight sims push the envelope and VR is pushing it even more. These core functions impact the whole community and they are not trivial fixes. Shader cache changes are huge in terms of hours given the size and quality DCS contains. I think I'm up to 220 GB of goodness now.
  12. Personally, I don't use the radar at all on the Viper. I think the target management design is "not optimal" on the Viper; too much slewing and designating ie too much cockpit workload for a single seat fighter) I have Datalink to find them, and Sidewinders to rule them all.
  13. That sounds like a leak, and given that it's reproducible ED is no doubt working on it along with the shader cache issue. These issues can't be solved with a settings tweak. I've got my system running great at 4k, so I know it's going to be fabulous when it's fixed. I've been spelunking in the old forums on this issue, so I know it's been a frustrating wait for awhile now. The fixes are coming fast and furious now, so I hope the wait won't be much longer.
  14. Well, I believe there are challenges to the shader cache at the high resolutions needed by VR and 4k. My settings "minimize the challenges" of the shader cache and let the card go as fast as it can so you have a snowball's chance of getting the FPS you need. There really should be no difference because the VR headset is just another set of monitors to the video card. The problem is that VR wants 90FPS at very high resolutions. That's a tall order from a flight sim.
  15. Good article on some parts of this stack: https://developer.nvidia.com/blog/nvidia-vrss-a-zero-effort-way-to-improve-your-vr-image-quality/ The MSAA Mask option puzzles me. I don't use any AA in my settings, so would that option be ignored?
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