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Got VRSS work on DCS


boedha68

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Changing/Renaming DCS exe. I couldn't get DCS to Start

 

You dont need to change a name. Use NVidia Inspector and modify the profile for DCS in "Unknow" section.

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A suggestion here (with pics) that it is working but in reverse!

 

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A suggestion here (with pics) that it is working but in reverse!

 

 

That make sense. I tried it using the Nvidia inspector, changing one of the dropdown value to the one that had the supported vr titles, then VRSS showed on Nvidia Control panel. I thought it was not working when I still see aliasing and FPS was not affected. If only someone can figure out to have it reverse back to normal


Edited by Revs

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Guy another easier way to do it is in nVidia inspector just associate the DCS.exe with the BoneWorks game..

 

Just go into inspector and find DCS:Black Shark and delete the DCS.exe from that profile then add the DCS.exe to BoneWorks Profile.. it is easy as pie..

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Guy another easier way to do it is in nVidia inspector just associate the DCS.exe with the BoneWorks game..

 

Just go into inspector and find DCS:Black Shark and delete the DCS.exe from that profile then add the DCS.exe to BoneWorks Profile.. it is easy as pie..

 

And does it really do anything? I have yet to see an example anywhere of where it does by "hacking" it in.

Don B

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And does it really do anything? I have yet to see an example anywhere of where it does by "hacking" it in.

 

Well I was just saying another way to associate the exe.. I did not try it.. but when I first went in my FPS where more but now there not so I am unsure if it does do anything I have not tested it yet.

 

It was stated in this thread only games that support a certain mode that from what I read DCS does not use??

 

 

According nVidia VRSS will only work with games that uses forward renderer

 

 

We have done similar things when we use 3D Vision to got game that did not work in 3D before to getting them working in the past and they still use it those that continue with using 3D vision.. but since DCS does not use Forward Render I guess this trick will not work but could on other games/sims..


Edited by The_Nephilim

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Well I was just saying another way to associate the exe.. I did not try it.. but when I first went in my FPS where more but now there not so I am unsure if it does do anything I have not tested it yet.

 

It was stated in this thread only games that support a certain mode that from what I read DCS does not use??

 

 

According nVidia VRSS will only work with games that uses forward renderer

 

 

We have done similar things when we use 3D Vision to got game that did not work in 3D before to getting them working in the past and they still use it those that continue with using 3D vision.. but since DCS does not use Forward Render I guess this trick will not work but could on other games/sims..

 

Yeah I have just not seen an example yet of it working with a game that does not have support yet from Nvidia for VRSS.

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Yeah I have just not seen an example yet of it working with a game that does not have support yet from Nvidia for VRSS.

 

 

Well it might need something coded in the game to work plus it would only work on Turing GPU's.. but what I read is you need to have MSAA enabled as well..

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Well it might need something coded in the game to work plus it would only work on Turing GPU's.. but what I read is you need to have MSAA enabled as well..
I don't think any coding should be required, it just depends if the game engine will work with it.

 

The central region can be supersampled up to 8x – this is based on the MSAA level selected in the application. All this is completely handled from within the NVIDIA display driver without the need of any application integration.

https://devblogs.nvidia.com/nvidia-vrss-a-zero-effort-way-to-improve-your-vr-image-quality/

Of course redesigning the game engine to use forward rendering would be something coded but there are good reasons developers have gone down the deferred rendering route.

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So does this actually work or not?

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I don't think any coding should be required, it just depends if the game engine will work with it.

 

The central region can be supersampled up to 8x – this is based on the MSAA level selected in the application. All this is completely handled from within the NVIDIA display driver without the need of any application integration.

https://devblogs.nvidia.com/nvidia-vrss-a-zero-effort-way-to-improve-your-vr-image-quality/

Of course redesigning the game engine to use forward rendering would be something coded but there are good reasons developers have gone down the deferred rendering route.

 

The game Render Pipeline was using forward rendering last year (and with 90 fps), but then one day they removed it, Why?

A. Because the illumination effect with deferred rendering is superior.

B. Because maintenance of forward and deferred with the limited resources (number of Graphics Engineers) they have was very difficult.

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So does this actually work or not?

 

 

WEll it does work under the specified criteria:

 

 

 

VRSS

This feature is available only for applications which meet below criterion and are profiled by NVIDIA:

 

DirectX 11 VR applications

Forward Rendered with MSAA

 

 

so yes it works just not in DCS :(

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So does this actually work or not?

 

No at least not for what we do.

Don B

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WEll it does work under the specified criteria:

 

 

 

VRSS

This feature is available only for applications which meet below criterion and are profiled by NVIDIA:

 

DirectX 11 VR applications

Forward Rendered with MSAA

 

 

so yes it works just not in DCS :(

 

Thanks.

 

Maybe ED can figure out something in the future.

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VRSS will never work in DCS, unless they basically rewrite the entire gfx engine from scratch. Not gonna happen.

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VRSS will never work in DCS, unless they basically rewrite the entire gfx engine from scratch. Not gonna happen.

 

But what about Vulkan is that just going to be added into current code or need a complete rewrite?

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  • 1 month later...
But what about Vulkan is that just going to be added into current code or need a complete rewrite?

 

Vulkan is "a low-overhead, cross-platform 3D graphics and computing API" (API = a set of functions and procedures allowing the creation of applications that access the features or data of an operating system, application, or other service), not an engine rewrite.

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So speaking of deffered rendering. I wonder if the new lighting upgrade is deffered lighting?

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Vulkan is "a low-overhead, cross-platform 3D graphics and computing API" (API = a set of functions and procedures allowing the creation of applications that access the features or data of an operating system, application, or other service), not an engine rewrite.

 

 

I know what Vulkan is I was asking if it can be put inplace of DX11 in DCS or would ED need to rewrite the Entire DCS code too implement Vulkan..

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They(ED) said in the last roadmap, Vulkan is a "longterm" project, that doesnt sound to me like thats anytime soon.............Im guessing years

 

Heh. Considering the fact that this Vulkan subject has been speculated about since before it was even initially released in 2016, I'd say you're right on the money with that prediction. :)

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So speaking of deffered rendering. I wonder if the new lighting upgrade is deffered lighting?

 

 

 

Deferred shading was introduced with 2.1 openalpha

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it's a rewrite

 

hmm OK thank you. hopefully it will be sooner then later to come out.. I was wondering why they just did not use dx12??

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