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Dangerzone

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Everything posted by Dangerzone

  1. I have supersampling a try last night (PD of 1.3). I think there's something to this. Whether it's placebo (and I don't think it is) - it definitely seems to be adding clarify. At present I've dropped back to 60hz (HP Reverb) and have been able to hit 60fps consistently (4090 with some high settings, trees, forest, grass to full, etc) with reasonable overhead available. I figure I'll play with it a bit more, and if I think I can hit 90 consistently I might switch over to that, but I have a feeling in order to hit 90 I'm going to have to sacrifice a little bit of detail/forestry/grass/etc.
  2. Starting with what settings you are using, and what your PC specs are might be a good start. It wouldn't hurt to specify where the fps drops occur too (flying, in the menu / everywhere in DCS / multiplayer / single player, etc). Many people here are having issues (different issues and different causes) depending on peripherals. Plenty of people like to help here, but you'd need to give a bit more information
  3. What problem are you having where you say it 'no longer works'? I was using it on 2.9 this weekend. The only problem I had was "NOT YET CENTERED IN GAME" showing up, where I had to use a workaround as per the post above yours.
  4. OK - I must have my terms mixed up. I thought (in very layman terms): DLAA was what smoothed the edges and reduced shimmering (the Anti-Aliasing). Aka MSAA but a smarter version of it with less performance hits. DLSS is a 'super sampling' option that works similar to reducing the PD below 1 where it renders at a lower resolution, and then upscales, but it uses some fancy AI stuff to 'fill in the gaps' when upscaling. As a crude example, quality might be similar to a PD of 0.9 for rendering, but then upscales with guesswork. Balanced might be equiv of 0.8, performance 0.7, etc... Regardless of how it works, if that's working for you - I'll definitely be giving it a try my next opportunity. I obviously have some misunderstanding of what DLSS is though. Glad to hear there's more options for me to try/tweak that may give me even better results. In regards to the 'smooth filter' you refer to - is that a setting for the oculus? (ie, it's not OpenXR or DCS related)?
  5. Just a little confused about this. By using DLSS (which as I understand it reduces the resolution to render, and then upscales later) and then cranking up SS or PD (which raises the resolution), aren't you cancelling one out with the other? Are you able to explain the logic with it. (Obviously it's working for you, but the logic part of my brain is spinning in circles). I'm also read elsewhere to keep OpenXR Toolkit, and to use CIS for sharpening which gives a sharper picture, but others are saying to ditch it. FWIW - I'm using a HP Reverb, so Oculus tools are irrelevant to me. I don't know if that makes any difference?
  6. I'm having a problem with "NOT YET CENTERED IN GAME" using XRNeckSafer beta5a. I have the same binding in DCS that I do for XRNeckSafer, and always center DCS when I first go into it, but this message doesn't go away. The only workaround I have at present is to open up XRNeckSafer, click on the Set Center Button, clear out the button combination, assign it to a different button, clear out the button, re-assign it back to the 'center' button in DCS, and then it clears this message. Something doesn't seem quite right and I was wondering if anyone else has had this issue and knows how to fix it so I don't have to go through this workaround each time I open it. To confirm - I open XRNeckSafer first, and then DSC. I then press my key-combination for center, but it has no effect. I'm a new user for NeckSafer and have just installed it this weekend.
  7. I experienced that today when I switched to 60hz on my HP Reverb, turning off DLSS and reprojection with a 4090. Didn't notice it up until then. I wanted to see what it's like with no DLSS/Super sampling, and no reprojection, just DLAA.
  8. You don't have dot labels turned on by any chance do you? Try cycling through Left Shift + F10 a couple of times and see if they disappear.
  9. LUA is like some salespeople. Very happy to share information they know, and what they don't know, very quick to make something up to sound just as confident. As Fisherman82 mentioned, it's good at living in fantasy land. "Oh - there should be a function that does this, so I'll just imagine that the function exists, and will script accordingly". Where it is great for coding is stuff like "Where is my error". Copy-paste, and that extra parenthesis that you've missed, etc - it picks it up real quick.
  10. Is it really a cop out? I'm open to a better suggestion if you think it's a cop out. Please explain how can ED get a real "Beta" version to the public to test on their servers, scripts, and missions to identify issues prior to going live before actual release besides having a dedicated 'Open Beta' and "Stable' release?
  11. No problems here with releasing BETA updates on a Friday. Production releases are definitely better for earlier in the week for sure. Newy has made it clear that this is a BETA release. Sure - people are running OB as their main version, but that's on them, not ED. Vanuatu. (And before anyone thinks I'm joking, the question is what timezone is it going to be released in on the 19th. Often a release on the 19th can be the 20th for countries ahead of GMT time, such as NZ, Japan, Australia, etc).
  12. We do not. Edit (A day later). I can't believe I missed the opportunity to say '2 weeks'.
  13. I doubt it. DCE will give a dynamic map in the sense that what you do from mission to mission will impact the way the war is going (whether the front line is advancing, or retreating, how many supplies you have to work with, etc), but I strongly doubt it will effect how individual groups behave during engagements. The two seem to be very different beasts. Don't get me wrong. DCE will be a very much appreciated change to DCS, and will create variety of it's own, and more 'purpose' to what players do besides just go bomb stuff. There will be consequences to bad actions, and rewards for good actions, and I'm very much looking forward to that. But I've seen the difference having a few Tac Commanders in Combined Arms on the opposite side can make vs the normal AI which really isn't much more than cannon fodder. Targets that can be told to move, or have some ability to shoot back if you're within their range, but little else. (I'm talking ground units here - air units are a different story). Maybe with the advance of AI who knows, there could be some ability in their down the track to have AI do what human players do with CA but I think we'd be at least a decade off that being implemented too.
  14. Enhanced AI - especially with ground units. With helicopters playing a greater role (and more to come), the standard AI is too predictable and boring. I created a 'work around' script so that groups won't just 'move a little' and then sit there to be plucked off, but will either charge the position of the attacker, or otherwise try to outflank. It has created more of a challenge and improved experience for some, but as soon as people realise the logic, it's easy to overcome or exploit still and is basic in nature. Having had a few players in 'Tac Command' slots on the other side on a server with combined arms has given me an experience of just how good DCS could be. Sneak attacks, retreat and reengaging at optimal times, sneaking ground forces around buildings, etc. I don't expect AI to be upgraded. This is a flight simulator sandbox after all, and an Dynamic Campaign Engine is needed before any of this. But if you asked what I wish for. That would be it.
  15. Have you ever spent time with real devs? I reckon the conversation went like this: D1: We need to model the hooks D2: Why... D1: Coz... there's an aircraft carrier in DCS D2: Aaah. Of course. Dev's like to have fun too, and I bet more than one during their development had some fun seeing if they could nail a landing on the aircraft carrier. Sure... being 'authentic' was probably in that list too.... somewhere. As for voices - I would love for DCS to have the ability to have 4 or 5 different voices for each call, and that it's random based on each session, just so there was a bit of variety, but I appreciate as far as priorities go, this would be so low it wouldn't see the light of day.
  16. Motion Reprojection user here too. Normally locked in at 45fps, and it's smooth. Can be blury/ghosting when looking out at 90 degrees while flying slow to the ground, but that's the price we pay unfortunately. Much better than it used to be though. That plus starting off with conservative settings until things are working smooth, and then upping those settings. This helps to make sure there's not something 'very' wrong in the system such as an individual / particular setting that could cause quality issues. Search here and you should be able to find other threads that go through the whole tweaking for VR including the NVIDIA profile settings, BIOS settings and windows settings.
  17. Another thing worth noting is that SRS also allows for external API's. I fly on servers that use RJ's OverlordBot, so we can do things like call bogey dope over the radio (with our voice), and have a voice response back from overlord bot with the response. Seriously, if you've never used overlord bot, you're missing out. SRS also allows other external sounds to play, so you can have radio stations that you can tune into during flight to listen to, or anything else you can think of. For instance, using MOOSE you can also have text to voice, so you can dynamically have responses come in over the radio that the script feeds in as text. This can be handy for things such as ATIS, etc. From what I understand DCS's own coms does not allow API access / external input, and from what I can gather, there's no plans to open it up to allow for it either. As such, I haven't even tried the internal voice feature. It's never really made sense to me why DCS has implemented it considering that there's already a solution available that's got more functionality than ED even plan on allowing with their own.
  18. No, I think what he's suggesting is that the render resolution should be kept at the native (as you have it now), but that DLSS will super-sample from there and give a crisper image. This sounds encouraging. I have in the past punched the PD up all the way to see the difference, and indeed the picture is far clearer in my VR. In some ways it doesn't make sense - seems that if the headset can only pump 2160x2160 then there should be no additional clarity as it can only do those pixels, but the tests show otherwise - the image really jumps out in the VR. Obviously running PD at 2.0 also means that my frames are about 3FPS, so it's not usable - but it was interesting to see the 'what if' scenario. So from what I'm understanding by WN's post is that DLSS will allow me to achieve something similar to this without any extra load on the GPU, as I can keep the PD to 1.0 as it currently is, but DLSS will effectively do some super sampling for me. I'm hopeful that not only will this increase the sharpness, but also reduce the shimmering at the same time. There's talk here about DLAA as well. It sounds like it's a newer form of AA that is better than MSAA and with less overhead, so it may also mean that not only do we get a sharper image with less aliasing as well, but we may have some extra overhead on the GPU to be able to increase another graphic setting and maintain the current GPU workload (if my understanding of all this is correct).
  19. Glad to hear I could be of help and you've got a suitable solution. Enjoy your trials! (Which reminds me, it's about time I teased myself with something else).
  20. Rotten! I thought I missed a release of Half-Life 3 there for a second when I read your post! Joke all you want, but don't include Half Life 3 - it's too soon (still)!
  21. Not to mention reduce the sun's reflections from other aircraft in the sky - which is kind of handy to see as a pilot.
  22. While it maybe realistic, so is rearming in a matter of a minute, isn't it? How long does it actually take to refuel the F-15E? If you're sitting around for 15 minutes waiting for each refuel, then I can see how this request could be justified. If it's just another minute or so than what the Hornet takes, then maybe not though?
  23. On the contrary - eaves dropping in on the radio call I had myself laughing out loud! (Won't say more here as I don't want to spoiler for anyone who hasn't played the campaign or read the book)
  24. Just one for the next time the forum dev's decide to tinker with the forum a little more, but as someone who glances through the 'Latest activity', it would be nice to have the ability to choose to ignore individual topics/threads so they don't keep reshowing if that's not too difficult to add please.
  25. I thought it just uses UDP to reduce TCP usage Or is that RAM to reduce ROM usage?
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