2.5 Settings Comparisons and GPU Impact - Page 10 - ED Forums
 


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Old 02-16-2018, 03:00 PM   #91
Gliptal
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Thanks for the guide, I finally budged and went with no MSAA and FXAA instead: I hate how the menus look, but ingame you can't notice the added blurriness on the textures anyways. It'd be nice if ED added FXAA internally, as to not affect the GUI.

I managed to crank most stuff up, a lot more than I thought I could (60FPS @ 1080p running an FX8320 and a 1050Ti). The shadows analysis was especially great, since I can finally get nice and smooth shadows in the cockpit without losing frames (by setting "Terrain Object Shadows" to "Flat").

With that said, something that the pics don't show is a lot of shimmering on aliased objects going on, especially in the distance. Has anyone else noticed that?
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Old 02-16-2018, 03:43 PM   #92
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Originally Posted by Gliptal View Post
With that said, something that the pics don't show is a lot of shimmering on aliased objects going on, especially in the distance. Has anyone else noticed that?
Absolutely! And in VR, as the shimmering objects are life size, it actually induces a mild VR nausea or sickness with me, limiting the amount of time I can be in the DCS World 2.5 VR environment.
And I've found no way to get around it.

I do hope the Eagle Dynamics team will addresses this soon, because I'm anxious to get to exploring the World of DCS 2.5!
(btw, not an issue in DCS 1.5.8, so I'm assuming it's fixable)

My full report in this post
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Old 02-16-2018, 03:46 PM   #93
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With that said, something that the pics don't show is a lot of shimmering on aliased objects going on, especially in the distance. Has anyone else noticed that?
Indeed, but that is a fact of life without using MSAA or SSAA (DSR also works but is even more costly). You won't see shimmering like that in Call of Duty 47 because there aren't as many thin lines. In DCS, you have such a long view distance that there are lots and lots of small lines being drawn with huge contrast (sunny apartment roof 5 miles away, low angle, against green background). Then the motion is very slow (because it's far away) which causes that shimmering as the color slowly alternates. There is nothing anyone, including ED, can do about that. The only way to address it is with higher resolution through MSAA (including MFAA), SSAA or DSR/Downscaling. FXAA can't fix it. The only other alternative is set view distance to low, but that's a terrible choice.

You wont notice the shimmering 90% of the time when you aren't looking for it. If you are trying to shake a SAM, the last thing you will be thinking is that it'd be nice to have MSAA turned on.
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Old 02-16-2018, 06:16 PM   #94
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Here's a full analysis of 2.5 Video Settings - VR Quality/Performance Balance if you're interested.
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Old 02-17-2018, 10:59 AM   #95
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I use quite high settings, textures high, tree to the right and visibility ultra, but with MSAA 2x and PD 1.2 I have some frame drops under 45 fps, sometimes even 30-35 fps (I believe StrongHarm got a 1080ti), but even with those occasional drops the game does not stutter and is fully playable; nevertheless I greatly prefer solid frame rate than visual candy: with MSAA 2x and PD 1 the game is only a little more aliased but graphics still look very good and the frame rate is 45 fps rock solid. Now I'm testing PD 1.1 to see if this can be a fair compromise. What I can say is that, in my opinion, it is not woth to lower graphic settings (distance, tree visibility, textures and so on) in order to raise the antialiasing options (MSAA and PD). The only advice, keep shadows medium or low and terrain shadows flat, because shadows greatly impact performances without adding too much to visuals.


Thanks !

Will try soon as i get card.


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Old 02-19-2018, 01:57 PM   #96
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I feel bit sad that dcs VR gets so little work from ED: spotting is still bit hit and miss, no BOS style filters for VR (sharpen etc) , there is lot that can be made to get things looking more clear and nice in VR (even without PD rise)

But maybe in next patch or one after that
I can think of no other dev shop that's worked as hard on porting an existing app to VR as ED. There are lots of apps out there which were developed from ground up for VR that look and perform better, but not existing apps. I believe that even Elite Dangerous was developed with VR in mind, but DCS had to be completely altered. There are a few other shops out there that have attempted it but failed. Look at Fallout 4's VR, they basically had to turn it into a different game. A year ago you had to run DCS with 2.0 PD to get clear gauges, I'm now running PD at 1.2. ED is knocking VR out of the park, and they're doing it with one of the most complex apps ever written. I say we should consider giving credit where credit is due.
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Old 02-19-2018, 03:59 PM   #97
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I can think of no other dev shop that's worked as hard on porting an existing app to VR as ED. There are lots of apps out there which were developed from ground up for VR that look and perform better, but not existing apps. I believe that even Elite Dangerous was developed with VR in mind, but DCS had to be completely altered. There are a few other shops out there that have attempted it but failed. Look at Fallout 4's VR, they basically had to turn it into a different game. A year ago you had to run DCS with 2.0 PD to get clear gauges, I'm now running PD at 1.2. ED is knocking VR out of the park, and they're doing it with one of the most complex apps ever written. I say we should consider giving credit where credit is due.
Well said, I agree 100% Kudos to ED for their efforts to date, and I look forward to their continued efforts.
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