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About bernardv

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  1. In DCS you need every pixel you can get to make out the cockpit dials without zooming in. Having a higher resolution is nothing but a benefit. Super-sampling is basically just compensating the lack of a higher resolution. On Rift S super-sampling is practically a must, because the resolution is really low. On Quest 2 it is considerably better - 40% higher i.e. double number of pixels, so you can probably get by by just using some less costly method, like 2x MSAA (no SS) and the details will still be much clearer. Apart from the resolution difference, Quest 2 will in general put les
  2. Hi, I noticed that CMS switch is not working as documented. According to the manual short clicks fed/aft left/right should dispense 1/6 flares/chaffs. Long clicks fwd/aft should change programs and depress should activate the program. In reality there is no difference between long and short and the mapping is as follows: left/right changes program, fwd/aft starts/stops program depress activates CMS. I think this is an old mapping, but it is simply not in-line with the manual. Cheers, Bernard I see this is a duplicate, sry.
  3. You need to set terrain object shadows to flat! But you can in turn use better textures, higher vis. range, lens effect, cockpit global illumination, all of this looks much nicer and is relatively inexpensive for the GPU. Also 1.4 super-sampling is quite high, maybe decrease that a bit if you still have problems.
  4. The answer is Quest 2. With Quest 1 there is the issue of video bandwidth it can handle over the link - 150 Mbps, which is pretty low. Soon after the launch of Quest 2 this limitation will be all but gone and there will be no reason to keep Rift S alive as it will be inferior in almost every aspect, even when linked to a PC. Rift S: 1280 x 1440 per eye, 80 Hz Quest 2: 1832 x 1920 per eye, 90 Hz As noted before, the PC link picture shouldn't have any noticeable compression distortion as now there is enough punch to decompress (XR2 chip...) and the link cable has been fiber optic (plus coppe
  5. Quest 1 has a 150 Mbps limitation on the video bandwidth - can't decompress more than that n real time. A compressed image is no good for DCS. But with Quest 2 this limitation will be gone soon after launch - https://uploadvr.com/oculus-link-quest-2-improvements/ - 90Hz refresh rate and hopefully no noticable loss of detail at all. Looking at the specs it seems like people waiting in line for Reverb 2 will be throwing away 300$. Well, let's wait and see...
  6. .... no. AF improves angled textures. It makes them look better, sharper, it doesn't blur stuff like MSAA. On top of that it's not GPU expensive.
  7. I just realized why this map looks so flat and strange when you are close to the ground - the shadows are 'burnt in' the textures. This means that they don't match the position of the sun and look unnatural (ugly) most of the time. Any plans to make some improvements in this direction - make the terrain textures shadow free and project dynamic shadows on the terrain?
  8. Disable MSAA! Just crank up pixel density up as much as your card can handle.
  9. This is a myth. Rift S tracking doesn't use the visible light spectrum.
  10. Hi, I'd just like to share my experience. I spent quite some time playing around with the settings and what I'm listing bellow works best for me in most cases. I have an 'average' PC by VR standards - an old (but fast) i7 3770K with a GTX 1080 card and 16 GB RAM, so I guess these might come handy for other people. First of all I have Oculus settings at high quality. Then if we look at DCS, I have most set at high, but I'd like to point out these: - pixel density (VR) - 1.3 (this is you primary variable) - shadows - medium (high has an impact on FR) - msaa - off (impossible for me to ge
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