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Everything posted by Brisse

  1. Maybe, but it was over-performing A LOT before, and don't forget they added transonic drag now too. Here's how much the envelope was off before: http://forums.eagle.ru/showpost.php?p=2627991&postcount=135 It seems much closer to the blue envelope now. I haven't done any super serious testing yet, but I was barely able to supercruise with a clean aircraft at 35 000ft which seems to be correct behaviour. Performance at sea level seemed a bit underwhelming though. Barely able to go supersonic at full afterburner. Haven't looked at real envelope how it should be though. Edit: Did they remove the charts from the manual? I can't find them...
  2. Aaaaah, finally I got time to test it out and it's pretty obvious that a lot has been tweaked. Flight model feels much better. Obviously a lot of bug fixes too. Thank you Razbam! This is shaping up to become a great module :)
  3. 2.0 was updated. 1.5 was not.
  4. After I gave it some thought, I think Freesync is behaving the same way. There's no LED to indicate that, but when I alt-tab from 3D applications, the refresh rate keeps changing according the the game frame-rate. There's no LED indicator on my monitor, but I can easily feel the changes in how responsive the mouse pointer is and in the monitors OSD I can see the refresh rate changing (like a frame rate counter). However, if I launch the 3D application in border-less mode, the monitor seem to sync to the Windows frame-rate, not that of the game itself. I guess that's where G-sync and Freesync differers in this regard.
  5. Thanks, that's interesting. So in Win 10 you are g-synced even when not running games, just doing normal desktop tasks like browsing the web?
  6. Yea, I just did some research on G-sync just before you answered and it should work in border-less just like you say. With Freesync it doesn't. Someone requested on official AMD forums that Freesync should be implemented for border-less too, but a dev answered and said "there's no point" because you can't get tearing in border-less window mode. Apparently, the Windows renderer (which the game has to pass through when in border-less) is always v-synced, no matter what the in-game setting is. Seems the Windows V-sync technique doesn't cap the frame-rate, but instead just throw away the frames that are rendered too fast, so it works like Skatezilla described on the previous page. A big waste of GPU rendering time in my opinion.
  7. Awesome! Then I'll have to schedule some flying later this evening :thumbup:
  8. Nothing in official changelog, but we have seen before that they often sneak updates in there without mentioning it in the changelog. Has anyone had time to check the M2000 after the 2.0 update 4? I sure hope it has the updates mentioned by CptSmiley :/
  9. Exclusive full screen mode, or border-less window mode (default)? I'm pretty sure g-sync doesn't have the option to let the frame-rate go above the refresh rate as Freesync can, so I suspect you are running border-less window which would disable G-sync entirely. Don't take my word on it though. I don't know as much about G-sync as I do about Freesync. The current version of the sim always starts in border-less window, as you probably know already. You have to hit alt+enter to get into exclusive full-screen, otherwise it won't sync properly with your monitor. I really don't think you would hit 180fps if all of these criteria are met: G-sync enabled in driver V-sync enabled ingame Game in full screen mode If you do, then something is wrong, and not working as intended.
  10. Hmm. Changelog says it's fixed, but it ain't. Nice work Nvidia :(
  11. Sorry, I read too fast. Thought you were on 358.87. My german is a bit lousy as well. Entschuldigung :)
  12. Fixed in 361.43. Stay up to date people. Stop using ancient drivers. Right now you should be on 361.60
  13. No, you just misinterpreted me. I wrote "IF" the framerate goes above the max refresh rate, not "WHEN" the framerate goes above. You should know, since you are clearly an "expert" that it's possible for the user to configure how it behaves when the framerate reaches the max refresh rate. Yes, you can configure it so that it is capped, which keeps tearing away, but you can also configure it so that it is not capped, which lets the framerate go above the refresh rate which then causes tearing. With Freesync it works like this: Freesync on, v-sync off: Framerate is uncapped. Tearing is possible, but monitor will still be in sync if framerate is inside the monitors syncing range. As soon as framerate goes either below or above the sync-range, tearing happens. Freesync on, v-sync on: Framerate is capped so it cannot go above the sync-range of the monitor, which prevents tearing in those situations. Monitors refresh rate is adaptive as long as framerate is within the sync-range of the monitor. If framerate goes below the refresh rate the results depend on the range of your monitor and if you are using an up to date driver, but lets assume the upper limit is more than 2.5 times higher than the lower limit and you are using the Crimson edition driver or newer. Under those circumstances, the graphics driver will start to output the same frame several times (up to three times) so that the monitors refresh rate will be two or three times higher than the framerate. This means it can run perfect adaptive synchronisation down to 1/3 of the lower limit of the monitor. If the lower limit is 35hz, then it will sync perfectly down to 35/3=11.6fps. Do you see now? I know perfectly well what I'm talking about. I have personally made a lot of experiments with freesync to figure out how it works, and also to change and over-clock the Freesync-range of monitors for example. You know the stuff I said about showing the same frame two or three times? I proposed that solution to AMD before they implemented it. Trust me on this, I know how it works. :)
  14. Your old one must have been faulty. It's really hard to get a single graphics card PC to draw more than 500W at full load, even if you choose the most power hungry components available and over-clock the components. A fully functional 850W PSU will easily handle a powerful PC with dual 980ti's.
  15. Wrong. Firstly, it''s not a problem, it's the way it's supposed to be. Secondly, if you are using either g-sync or freesync and let your framerate go above the monitors refresh rate, you will still get tearing. The framerate will still have to be limited to your maximum refresh rate to avoid tearing even if you are using these adaptive methods.
  16. When using the Rift you will have to set pretty much everything to low. Everybody does. It doesn't matter how much of a monster PC you have. It will just not run judder free in the Rift. You need to change settings every-time you switch between monitor and Rift. Running the same settings on both makes no sense, because they have very different requirements.
  17. The Su-33 currently has only a standard flight model, which could explain the problem you are seeing. The good news is that they have been working on a new flight model for a while which we will hopefully see soon. Maybe the problem goes away then?
  18. No it's not. It's a British derivative of the earlier AIM-7E-2. It's of similar performance as the American AIM-7M, but it's not the same missile. Skyflash entered service in 78 while AIM-7M came four years later, in 82. The goal of the 7M was to bring the Sparrow up to Skyflash performance. I believe the initial RB71 in the Swedish Air Force were identical to the British variant, but sometime during the 90's Sweden made further upgrades the their RB71's.
  19. Did you change your graphic settings in DCS after the upgrade? Perhaps everything is set fairly low (can't imagine your old card could run max settings) so that the graphics card doesn't have much work to do? Did you uninstall and reinstall the graphics driver after you swapped graphics card? You really should, just to be sure there are no problems with the driver. You should see a very noticeable improvement if everything is set up correctly.
  20. The MK 108 is loaded using a pneumatic system. The button activates a solenoid valve that starts the loading process.
  21. First question is a bit silly, because Pascal is an entirely new family of GPU's. There will be many cards in different price ranges based on the Pascal GPU's. Still, I can tell you that no pricing is available at this time and is not likely to be revealed in a while. Second question: No, they are not taking your money now. I think they will ask you to pay just before it ships out to you.
  22. I doubt it will work well for that. The camera is unable to give you any depth perception, so even if you see your keyboard, you will have trouble hitting the intended keys.
  23. Another one? We already have several of them! http://forums.eagle.ru/showthread.php?t=122517&highlight=hrtf http://forums.eagle.ru/showthread.php?t=150125&highlight=hrtf http://forums.eagle.ru/showthread.php?t=151897&highlight=hrtf Speakers won't work for VR. 1. They don't follow your head. 2. They are heavily affected by room acoustics. 3. Anything heard through speakers are only 2D, even if you have a 5.1 system. With a pair if simple stereo headphones you can achieve 3D using software sound processing and proper sound mixing. Anyone who says "virtual surround doesn't work" just haven't experienced it properly. If done correctly, you should see results similar to binaural recordings. For the full effect it has to be implemented in the game engine (very few games has done this, but there are some). Stuff like Dolby Headphone or Razer Surround are still just 2D. They pretend to look like a 7.1 surround system so the game outputs 8 channels, then they simulate sitting inside a room with a surround sound system around you. It's not the same thing as simulating actually being inside the game environment, which is what Oculus is trying to do with their audio.
  24. Oh we were listening all the time, and the answers were the right ones. You just disregarded them in a somewhat disrespectful manner only because I left out all the fluff about HRTF and spatialization, which you falsely assumed I knew nothing about. A straight up answer without unnecessary fluff isn't enough apparently. Well it doesn't matter now. You have your answer. Summary: DCS lacks any form of spatialization that could be deemed acceptable for a good VR experience. What you hear in front of your monitor is what you will hear in VR, and it is not good enough to create a sense of presence in VR.
  25. You cant directly compare the resolution of a VR headset to that of a monitor. The monitor covers a very small portion of your field of view. With a VR headset, it covers a much much larger field of view, so if the amount if pixels are equal to a monitor, the size of the pixels will look absolutely huge in VR. Try sitting so close to your monitor that you can barely see it's edges without having to rotate your head. What you did just now was to change how much of your field of view that your monitor covers so that it is roughly equivalent to a VR headset. If your eyes can still focus on the pixels, they will surely look huge when you sit that close to the monitor, right? You might be so close that it's hard to focus though, depending on how big your monitor is.
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