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Alec Delorean

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  1. The title states "Kiowa pilot" doesn't it? And i wouldn't call Damcopter's honesty being negative. Sometime the truth hurts and another honest guy made this very informative video as a direct answer to the video you posted:
  2. I always find it sad if someone who does only own the Gazelle module refers to DCS as a "game". You'll miss 90% of what DCS is offering as a simulation if you only look through Polychop's module. However, everything that is said is right in the last third of the video (20 mins+). The Gazelle module is in simple game mode 100% of the time, it's basically just a good 3D model replica of a Gazelle helicopter glued on an invisible something that only has simplified basic game capabilities, sufficient enough to be able to move it through 3D space in "airplane mode" instead of "helicopter mode" and
  3. Try to contact Damcopter or check this: http://www.checksix-forums.com/viewtopic.php?f=465&t=200331&start=50#p1678174
  4. VRAM is memory on the GPU, it's always the limiting factor for everything that get's processed and rendered to monitors by a 3D game engine. It holds the screenbuffers - all the pixels you see frame by frame and all the asset data like geometry (3D objects made of polygons) and texture data (2d bitmaps) plus certain effect processing buffers (like heat blur, screen space reflections etc.) that are needed for these frames. RAM is used for fast access for the CPU to the assets and for holding processing information (whats going on in the game). The CPU has to manage all of this, besides processi
  5. @Gunnars Driver The stuff you mentioned are technical capabilities, they don't help if a developer chooses to use massive amounts of polygons for 3D objects and huge textures for shaders. This will fill up VRAM in no time. As a dev, you always have to watch on VRAM consumption and implement routines to clear up free space in VRAM as soon as possible. Like when you are in MP flying one aircraft and decide to choose to fly another one. The former aircraft's cockpit model and textures do not need to stay in VRAM anymore. DCS has very poor memory management atm.
  6. If you choose a highend rudder like Virpil's, with hall sensors on all axis, you just calibrate it once and never need to touch it again. Calibration data gets stored on the device's firmware.
  7. Basically, yes for now. If you don't need raytracing and only play DCS most of the time, 16GB VRAM and good rasterizing power for a lower prize is the better option. Until ED is upgrading DCS's core engine someday...
  8. A GPU never manages VRAM. It's solely on the dev of the application that uses the GPU to implement memory management routines, up-to-date texture compression techniques, keep track of unused assets and purge them from VRAM and RAM to free space. Most "common" games do that because they are designed for current available hardware (and consoles).
  9. Basically it's about the decision to build a system mainly for DCS or not / the need for raytracing features or not. Since DCS is still running on rasterization only, a 6XXX AMD GPU will the better budget option with 16GB VRAM as a bonus (DCS likes lots of VRAM). As soon as you also want all the raytracing goodness for other games, go for 30XX Nvidia...
  10. This is what i wrote: "I suspected DCS's VRAM usage for a while now for causing occasional framerate drops and stutters, especially in MP when switching aircrafts. Typical scenario was: entering the server, choosing an aircraft, play a while, choose another aircraft (F14 on carrier for instance) and bamm! VRAM overflow - huge FPS drop. Got my 3090 (24GB) today and this problem is gone. My good old 2080ti with 11GB wasn't enough." That's not about believing, it's about long-term experience of DCS in huge MP missions with all modules available. It's an old issue of DCS's poor memory management
  11. Hmmm, i posted this: https://forums.eagle.ru/filedata/fetch?id=6677134 over a month ago. It shows dedicated VRAM usage of the DCS process from 0 to 24576 MB on very high settings and Through the Inferno Syria in DCS on OB from that time (mid of October). You can clearly see the difference between allocated VRAM and real usage.
  12. From the same page: "Page file sizing depends on the system crash dump setting requirements and the peak usage or expected peak usage of the system commit charge. Both considerations are unique to each system, even for systems that are identical. This means that page file sizing is also unique to each system and cannot be generalized." DCS commits 39GB on my end if i choose to fly on the syria map for instance. I would recommend to set a minimum=maximum of 64 GB for the pagefile because of DCS high peak usage.
  13. The recommended size for maximum setting is actually 4 times the RAM capacity. https://www.poweradmin.com/blog/pagi...usage-counter/ You only set it lower if you have not enough space. Setting min and max to the same value minimizes disk activity during OS's page file management because the allocated size is fixed. The less RAM you have, the more important a large pagefile becomes.
  14. @Stal2k Any changes on your end after the patch yesterday? Terrain: improved background preload for less stutters Terrain surface textures: improved details at altitude for HIGH terrain texture option Terrain: improved loading resources and memory management Terrain: fixed excessively curved paths Terrain: fixed leak after destroying scene object
  15. I've also had this off since it was introduced, tested it back then and found no real benefit. The occasional Steam VR crash still happened on my old 2080ti until i replaced it.
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