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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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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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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" ...

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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

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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).

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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

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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

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Some of the graphic glitches over water are pretty horrible

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  • ED Team

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.

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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 13900K @5.5GHz, Z790 Gigabyte Aorus Master, RTX4090 Waterforce, 64 GB DDR5 @5600, Pico 4, HOTAS & Rudder: all Virpil with Rhino FFB base made by VPforce, 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

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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

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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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