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[W.I.P]stereo_mode_use_shared_parser helps a lot with balancing CPU/GPU usage


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Using "options.graphics.stereo_mode_use_shared_parser = true" in autoexec.cfg has a huge impact on DCS's CPU and GPU usage in VR. It enables View Frustum Culling https://4.bp.blogspot.com/-aEj494GokOg/VvG7kQoY1uI/AAAAAAAAAD8/XF9f7fmXMT0QUoPSKbgab7IIeSLiqgTDQ/s1600/3.jpg

 

 

I have a very simple test scenario, F/A-18 instant mission "Ready On The Ramp" in the Caucasus map. Start it in VR, just look to the right and then to the left. As soon as the hangars on the left side appear in your fov, CPU and GPU usage drop heavily. The GPU drop is extreme. FPS gets cut in half. Check the graphs in my screenshots (3rd pic is with shared_parser enabled).

This goes away completely after enabling shared_parser. However, the culling is very rough and not very well tuned by ED. I can see the objects dropping in and out at the edges of the screens in my HMD, some stuff doesn't get rendered properly in both eyes. And it will not bring back those precious stable 45 fps in 2.5.6 :(

Test2.thumb.jpg.c8bd6f2a94aa6052852f62fd89b4556a.jpg

Test3.thumb.jpg.bda3d394d100460fdcd432ca9c80ab49.jpg

FrustumCullingEnabled.thumb.jpg.80b12373029a1d56eaa89963dadd4d8b.jpg


Edited by Alec Delorean
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i9 10920X @4.8GHz, 3090 OC, 64 GB RAM @3600, Valve Index, HOTAS & Rudder: all Virpil with FFB base mod (G940), DCS: all modules

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Tested this for 2 days now and the only stuff that's really annoying is the missing cockpit lighting in one eye (flood lights etc.).

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i9 10920X @4.8GHz, 3090 OC, 64 GB RAM @3600, Valve Index, HOTAS & Rudder: all Virpil with FFB base mod (G940), DCS: all modules

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The performance gain comes into play in polygon heavy scenes. Say on the carrier with lots of static aircraft, there I get better performance with it set to 'true' for example.

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@Dave317 you will not see any FPS improvement, but the crazy jumps in GPU usage will stop, without it i see drops from 80% to 40%. Enabled it gives me 60% "steady" ...

i9 10920X @4.8GHz, 3090 OC, 64 GB RAM @3600, Valve Index, HOTAS & Rudder: all Virpil with FFB base mod (G940), DCS: all modules

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again whilst i don't see a direct improvement in FPS under 2.5.6 what i do see is a big reduction in the average CPU frame times in VR

SYSTEM SPECS: Hardware Intel Corei7-9700K @ 5.1 GHz, 32Gb RAM, EVGA 3090 XC3, Dell S2716DG, Thrustmaster Warthog + MFG Crosswinds V2, HP Reverb G2 @ 2836 x 2768
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Yes, it seems to work like an equalizer, those frustum culled hangars don't let the simulation value go crazy anymore. It stays below 20 and seems to be very manageable by the CPU.

This shared parser method seems to be ED's version of single pass stereo, a very effective method for VR optimization. Without it, each eye is a separate rendering pass, very costly on CPU/GPU. It should be an option in the VR settings menu and cleaned up by ED. So far i have only troubles with cockpit lighting, heat blur effects and cloud shadows (occasionally).

i9 10920X @4.8GHz, 3090 OC, 64 GB RAM @3600, Valve Index, HOTAS & Rudder: all Virpil with FFB base mod (G940), DCS: all modules

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your saved games folder has a dcs folder in the config folder, if it doesnt exist create one and add the line into it

SYSTEM SPECS: Hardware Intel Corei7-9700K @ 5.1 GHz, 32Gb RAM, EVGA 3090 XC3, Dell S2716DG, Thrustmaster Warthog + MFG Crosswinds V2, HP Reverb G2 @ 2836 x 2768
SOFTWARE: Microsoft Windows 10 Pro x64, VoiceAttack & VIACOM PRO, TacView

VR Stuff:   My Settings for 3090 and G2  My Settings for 1080ti  Shaders MOD for VR  My variant of Kegetys mod with clear water and also IC PASS for current beta & stable, Patch Status

 

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I use this since last year.

The first iteration was very buggy, but ed fixed it later on.

With the release of open beta 2.5.6 it became buggy again with wrong reflections (glitch only in-one eye) and something rendered only inone one.

Hope they fix it as it is an helper in situation with many ai and objects

Vincent "Virus" DThe

PC: R9 5900x/RTX2080Ti, 64GB RAM.

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Some of the graphic glitches over water are pretty horrible

SYSTEM SPECS: Hardware Intel Corei7-9700K @ 5.1 GHz, 32Gb RAM, EVGA 3090 XC3, Dell S2716DG, Thrustmaster Warthog + MFG Crosswinds V2, HP Reverb G2 @ 2836 x 2768
SOFTWARE: Microsoft Windows 10 Pro x64, VoiceAttack & VIACOM PRO, TacView

VR Stuff:   My Settings for 3090 and G2  My Settings for 1080ti  Shaders MOD for VR  My variant of Kegetys mod with clear water and also IC PASS for current beta & stable, Patch Status

 

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Hi all,

 

thanks for the reports I have reported this to the team

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Great find! Can someone please test if this yields any benefit in 2D? I won't be able to test myself for several hours.

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Great find! Can someone please test if this yields any benefit in 2D? I won't be able to test myself for several hours.

 

 

 

In 2d there are no changes.

This option only affects 3d (stereo mode) and vr rendering.

It is some sort of single pass stereo like it is called in another sim.

Vincent "Virus" DThe

PC: R9 5900x/RTX2080Ti, 64GB RAM.

Joystick bases: Virpil T-50CM2

Joystick grips: Virpil T-50CM2

Throttles: Virpil T-50-CM3 Throttle

Hardware: VKB T-Rudder, Razer Tartarus, Winwing Take Off and Combat Ready Panels

VR: Valve Index 

Monitor: Samsung Odyssey G5, TrackIr v5

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In 2d there are no changes.

This option only affects 3d (stereo mode) and vr rendering.

It is some sort of single pass stereo like it is called in another sim.

Got it, thanks. For some reason I completely overlooked the fact that stereo might refer to 3d specifically. Bit tired today

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@BIGNEWY

 

to sum it up, these are the issues i encountered so far:

 

- Frustum Culling FOV seems to be set for 1st gen VR HMD (max 110°) in my Valve Index i can clearly see how objects are switched on and off at the edges of the screens

- heatblur post effect renders in one eye only

- cockpit lighting, esp. flood lights are rendered in one eye only

- cloud shadows (if i'm passing under a cloud) are rendered in one eye only

- in some modules, canopy glass internal highlights produce artifacts (z-buffer sorting?)

i9 10920X @4.8GHz, 3090 OC, 64 GB RAM @3600, Valve Index, HOTAS & Rudder: all Virpil with FFB base mod (G940), DCS: all modules

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[REPORTED]stereo_mode_use_shared_parser helps a lot with balancing CPU/GPU usage

 

@BIGNEWY

 

to sum it up, these are the issues i encountered so far:

 

- Frustum Culling FOV seems to be set for 1st gen VR HMD (max 110°) in my Valve Index i can clearly see how objects are switched on and off at the edges of the screens

- heatblur post effect renders in one eye only

- cockpit lighting, esp. flood lights are rendered in one eye only

- cloud shadows (if i'm passing under a cloud) are rendered in one eye only

- in some modules, canopy glass internal reflections produce artifacts (z-buffer sorting?)

 

 

 

Same here with Rift S


Edited by VirusAM

Vincent "Virus" DThe

PC: R9 5900x/RTX2080Ti, 64GB RAM.

Joystick bases: Virpil T-50CM2

Joystick grips: Virpil T-50CM2

Throttles: Virpil T-50-CM3 Throttle

Hardware: VKB T-Rudder, Razer Tartarus, Winwing Take Off and Combat Ready Panels

VR: Valve Index 

Monitor: Samsung Odyssey G5, TrackIr v5

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Just fired up my old Oculus CV1 and tried it. Seems to work well with no real issues other than the lighting.

 

It has fixed the issue with frame rate bogging down after landing as well. It has completely smoothed out the sim for me. I think I'll fly with the CV1 for a while. Great find.

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Can someone confirm lighting issue in KA-50. The weapon status four yellow lamps beneath each of the hardpoints are not turning on or at least not visible when using the command.

 

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@blunt_waco

 

As far as i know they are always on if a hardpoint is loaded and off if not (never loaded or jettison). They are presence indicators.

 

Edit: they do work as intended, no problem with shared_parser enabled. They show a dim yellow light if a weapon is present and switch off as soon as no weapon is present anymore.


Edited by Alec Delorean

i9 10920X @4.8GHz, 3090 OC, 64 GB RAM @3600, Valve Index, HOTAS & Rudder: all Virpil with FFB base mod (G940), DCS: all modules

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@blunt_waco

 

As far as i know they are always on if a hardpoint is loaded and off if not (never loaded or jettison). They are presence indicators.

 

Edit: they do work as intended, no problem with shared_parser enabled. They show a dim yellow light if a weapon is present and switch off as soon as no weapon is present anymore.

 

 

I see, so it must be a new bug then? The lights used to be way more visible. I have not touched KA-50 in a long time but the last time I flew it, the lights were very visible when ON, now I can't tell the difference from when lamps are on or off.

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