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DCS World Patch Notes Discussion Thread


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Hi all,    Patch will be a little later than usual but is still planned for today.    thanks   New changes still in testing so it will be next year now for Syria work.

update is live on steam, stand alone will follow shortly 

Hi all,   thank you for your patience, the open beta patch is live now, and login issues have been resolved.    please enjoy!   thank you for us all at Eagle Dynamics 

Has anyone else got DCS broken with latest OB update? I cant update, its written that sometnhing is messed up with my old A-10C module. And DCS crashes....Need to reinstall now. :(

 

Try a repair, otherwise, open a thread in the appropriate section and include all your logs and such, make sure you are not running any mods as well. Thanks.

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I lost the ability to hold a steady lateral stick position. Axis Tune shows it holding steady, but in cockpit it will "teleport" to center if I stop changing lateral stick: i.e. try to hold a constant roll input. Pitch and yaw work fine.

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I lost the ability to hold a steady lateral stick position. Axis Tune shows it holding steady, but in cockpit it will "teleport" to center if I stop changing lateral stick: i.e. try to hold a constant roll input. Pitch and yaw work fine.

 

Check if you have the pitch and roll axis double assigned to another device...

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aw man for a second i hoped that 'the netcode' (whatever that may mean) had been improved :(

 

Well, there's only one way to improve it. Throw it away and write a completely new one.

 

I still dont get why this happens:

I join an empty server that runs TTI Caucasus, I get 11-15 fps in VR, 20 in pancake. If I go ahead and run that very same mission locally, I get 45 in VR and 130 in pancake. It's just utterly ridiculous. MP is literally unplayable for me because of that. I mean, wouldn't the real difference be that when hosting locally, my very own rig would have to calculate all those AI units while in MP that would be offloaded to the server? Clearly not the case when looking at how well or rather not so well it performs...

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Check if you have the pitch and roll axis double assigned to another device...

 

I hadn't thought of that. I had done a repair only to find that the Tomcat worked fine but the Viper, Hornet, Eagle, and Harrier were all borked, and this could explain why. Is that a common issue with patches?

 

Edit: Sure enough, The Tomcat was not double mapped, everything else was double or triple mapped. Thanks a million Hiob!


Edited by Spurts
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I hadn't thought of that. I had done a repair only to find that the Tomcat worked fine but the Viper, Hornet, Eagle, and Harrier were all borked, and this could explain why. Is that a common issue with patches?

 

Edit: Sure enough, The Tomcat was not double mapped, everything else was double or triple mapped. Thanks a million Hiob!

It happens every now and then

 

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Another thing I noticed changed either this patch or the previous one is that the clouds are different. No longer spinning cotton balls popping into existence at different distances in my left and right eye. Good job ED!

 

Noticed FPS was a little higher and wondered why. Then I saw the clouds looked different so maybe that had something to do with it.

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Well, there's only one way to improve it. Throw it away and write a completely new one.

 

I still dont get why this happens:

I join an empty server that runs TTI Caucasus, I get 11-15 fps in VR, 20 in pancake. If I go ahead and run that very same mission locally, I get 45 in VR and 130 in pancake. It's just utterly ridiculous. MP is literally unplayable for me because of that. I mean, wouldn't the real difference be that when hosting locally, my very own rig would have to calculate all those AI units while in MP that would be offloaded to the server? Clearly not the case when looking at how well or rather not so well it performs...

 

Depends on the netcode. While your CPU is offloaded, you are at the mercy of the server's CPU if the client is waiting on sync events before displaying frames. May not happen for certain frames or any depending on the netcode. For games that don't sync, you'll see a lot of "rubber banding", as the client continues to propagate AI down the vector they were on, then they snap over to where they are supposed to be when the info is received from the server. I've never witnessed too much rubber banding per say in DCS, more of a stutter, noticeable when trying to AAR in MP, which would lead me to lean towards a more synchronous netcode.

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Well, there's only one way to improve it. Throw it away and write a completely new one.

 

I still dont get why this happens:

I join an empty server that runs TTI Caucasus, I get 11-15 fps in VR, 20 in pancake. If I go ahead and run that very same mission locally, I get 45 in VR and 130 in pancake. It's just utterly ridiculous. MP is literally unplayable for me because of that. I mean, wouldn't the real difference be that when hosting locally, my very own rig would have to calculate all those AI units while in MP that would be offloaded to the server? Clearly not the case when looking at how well or rather not so well it performs...

 

Something is clearly wrong here. Will take a look.

 

AFAIK, VR systems adjust FPS by steps, so if a game does not meet the 45 fps even if just barely, VR will go to 30 fps, not 44.

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AFAIK, VR systems adjust FPS by steps, so if a game does not meet the 45 fps even if just barely, VR will go to 30 fps, not 44.

 

It depends on your settings.

 

It is "universally" accepted (and by that I mean as much as that can happen on the internet... so like 50.1%) that enabling the settings to make VR Systems adjust framerate like you say is the best approach... but you can set it so it just runs at the framerate you can get. There are significant drawbacks to this visually as you might imagine...

 

 

Also, yes... There is something wrong. I see "significant" drops in performance in MP. Don't even play it anymore unfortunately as it's my preferred way to play... but so is VR. So I play SP.

 

As an example....

 

I raced the Edge540 and TF-51 in the recent VARS race series...

 

One of the tracks was at AbuDahbi. Offline I get all the FPS, well over 45 but of course limited to 45. On the server, even with just me during practice or qualifying (and there aren't very many placed objects/units in the mission, but there is some lua code) I get 45 only if I crank all options down. Primarily view distance. I know that probably seems odd but in the same area of the map in SP, even with a significantly more complex mission... 45FPS.


Edited by M1Combat

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Something is clearly wrong here. Will take a look.

 

AFAIK, VR systems adjust FPS by steps, so if a game does not meet the 45 fps even if just barely, VR will go to 30 fps, not 44.

 

Thank you. I'm aware of the fps steps... numbers I usually see are 45, 30, 22, 15, egardless of ASW on or off. Switching off won't work most times anyway, still have to find out what does the trick. I usually leave it on anyway as it makes feel the low rates smoother, although that comes at the cost of ASW artifacts.

 

And at least I presume, having lots of units (especially active ones) just hits hard on my system since it's an old 3570k. I need to replace it, but that's still half a year before I can do that.

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Well, there's only one way to improve it. Throw it away and write a completely new one.

 

I still dont get why this happens:

I join an empty server that runs TTI Caucasus, I get 11-15 fps in VR, 20 in pancake. If I go ahead and run that very same mission locally, I get 45 in VR and 130 in pancake. It's just utterly ridiculous. MP is literally unplayable for me because of that. I mean, wouldn't the real difference be that when hosting locally, my very own rig would have to calculate all those AI units while in MP that would be offloaded to the server? Clearly not the case when looking at how well or rather not so well it performs...

 

32MB Ram? If not going to struggle on busy MP.

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Thanks BN + Team

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Another thing I noticed changed either this patch or the previous one is that the clouds are different. No longer spinning cotton balls popping into existence at different distances in my left and right eye. Good job ED!

 

Are the clouds not spinning in VR anymore?

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They stop spinning for me after I've had enough drinks, but then everything else starts spinning.

Oh the choices I have to make!

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They stop spinning for me after I've had enough drinks, but then everything else starts spinning.

Oh the choices I have to make!

 

That just means youve synchronized yourself with the clouds

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One thing I'm also wondering about is the stable build, hopefully one can't be too far away, unless there's some showstopper bugs in the latest build

Stable Version

Next update: Planned 09/10/2020

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