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whitav8

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About whitav8

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  • Birthday 01/03/1947

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    Male
  • Location
    Oceanside, CA
  • Interests
    High performance graphics PCs, helicopter flight simulations with three monitors (separate views), photoreal scenery and NOW VR (HP Reverb )

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About Me

  • About Me
    Retired from 30 years at the flight simulation department for Boeing Commercial in Seattle and also 10 years with the US Navy at Pt. Mugu, CA in their missile and carrier aircraft flight sim department

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  1. Could you VR guys (not just WMR but Oculus, Pimax, and Vive +...) comment on whether you have too much (whatever that really is??) stutter with P3Dv5? I only have WMR (HP Reverb) to test with and I have compared plots using frametime data (from FRAPS ) for each frame (not averages) including P3Dv4.5 data as well as a flight sim other than Prepar3D. See the thread: https://prepar3d.com/forum/viewtopic.php?f=6312&t=138375&sid=628b5ab6a37e45c0a0053e5f4c24f2cf It appears that with single-pass and WMR (P3D Version 5HF1), that looking out the side at scenery while flying low (~1000 feet ) suffers from considerable stutter - meaning that even with a constant frame interpolation set at 45 Hz (half my 90Hz of Reverb) - there is no fluid (smooth ) motion without surges in object position. I am flying in simple to medium areas and with simpler aircraft that provide at least 80 FPS ( some over 100 fps ) average when operating in nonVR mode - therefore the result should be pretty smooth with single-pass mode. Would those of you with other than WMR headsets please try to get a measure of sidelook stutter and report to this thread? I need to report to the L-M Devs whether it seems to be an all VR problem or just WMR. I seem to have "calibrated eyeballs" for this type of problem and have worked this type of issue for three generations of VR HMDs as well as Boeing's engineering sim in Seattle. I was fairly satisfied with this issue with P3Dv4.5 as long as I stayed away from complex sceneries but it turns out that that was because that I was actually "VR syncing" frames down at 30Hz which is one-third of 90Hz. Also, the RTM first version of P3Dv5 seemed to be OK in that aspect but we had a head movement jitter issue that was fixed with HF1 - but I wonder if we traded off for sidelook stutter issues. What I see from the frametime plots is some kind of apparent "hunting" for what the FPS should be just about every frame. Also, I see from various nonVR threads that there seems to be stutter issues for many using v5 - don't know if that is related. Thanks much - and may your flight be smooth Dave W.
  2. Is it clear that changing/adding these Tdr variables to the registry has stopped all of the device hang errors? It seems that it works only for some - it wasn't working for me until I rebooted right away.
  3. @Michael, Thanks for reposting this regedit fix (as above) Excerpt: - Browse to and then click the following registry subkey:HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\GraphicsDrivers- On the Edit menu, click New, and select the QWORD (64-bit) value from the drop-down menu,- Type ‘TdrLevel’ as the Name and click Enter,- Double-click TdrLevel and set the value as 0 (it is set to that by default, but double check) and click OK,- Close the registry editor and restart your computer for the changes to take effect! I had tried this one before (along with upping the values for TdrDdiDelay and TdrDelay ) but I didn't follow one step in the instructions: REBOOT immediately and then recheck that the regedit for TdrLevel is still there. If you don't do that the changes to the Registry aren't effective and will be lost possibly. This worked for me - I was able to run a condition that normally would reproduce the hang and it's now gone!!!
  4. We really have come a long ways in our flight sim realism!! https://1drv.ms/u/s!Ah-GN1pAHAEHkmmLhehD5e5izm-O?e=fJc53s
  5. The -3 degree line on final approach is still tied to the airplane and not to the horizon??
  6. @silentghostx On 2) - that is as you want - 7.5 On 1) - how do you enable the -3 degree line
  7. I went back to Nvidia 442.50 and it's better for me. Not sure just what affects this issue.
  8. Here is a high FPS place to start - then increase settings to the right from this. I get 100fps ( I have a 9700K at 5Ghz + RTX2070 ) or so with these settings at a medium complexity scenery area with a simple aircraft. Graphics: FXAA=on, AA=4XMSAA. Ani=8x, TexRes=4096, Unlimited LOD=Ultra,TessFac=High,Mesh=5m,TexRes=7cm, UseHighResTex, Scene Comp=VeryDense, AutoGen=Medium,Veg+Bldg=Normal,DynamicVeg=on Water Detail=Low, no Bath, no reflections SpecEff=Medium HDR=OFF, DynRef=off, LandLights=on Shadow qual = Low, Shadow Draw Dist = Low, Casting+Rec = both for Internal and External Cloud Draw Dist = 80, Density = Medium, Detail clouds, Vol Fog-on, Det Prec=on, Windshield effects=on Traffic - Gen Av=10, Road Veh=10 VR=single pass
  9. @chock, Yep - you are correct - the QW787 is alive in v5 with just installation! I imagine some things - perhaps some of the support tools - must not work because the Flight1 QWsim support forum indicates that they still have some testing to do to make it fully compatible. I am flying it in VR in my ORBX Northern California scenery out of ORBX Monterrey (KMRY) which barely has enough runway length - never happen in real life. Then off to KSJC or KSFO at no more than 8000 ft MSL for a real quick check on the FMS and Autopilot - all seems to work. The QW787 cockpit with HUD and mouse clickable displays is just awesome in VR. Mouse clicking doesn't seem right in an older cockpit but it sure does in the 787 - including the overhead and other display knobs and switches - I use a HOTAS for axes and basics (gear/flaps/spoilers) . I had to lower the Prepar3Dv5 graphic object complexity from extremely dense to very dense ( 80% on houses ) to get a smooth 45fps WMR reprojection=motionvector setup with my PC = 9700K@5Ghz+RTX2070+HP Reverb so even looking out the side window ( which is extremely large in the 787 ) is smooth. There are some HotFixes coming for several things including VR but with the VR patch that Beau Hollis and his team provided last week, it looks great. It's too bad that the standard P3D stable doesn't have a decent airliner anymore, but the QW787 has all the features that I was looking for - especially in VR.
  10. @aidanlegras, Here is one data point for VR with v5 - it is somewhat faster but still not with a large margin of performance using reprojection=motionvector at 45fps on the Reverb. My test case is as follows: My PC = 9700K@5Ghz (win10 Build1903 18362.778) + RTX2070 ( 445.87 ) KMRY from ORBX + Northern Cal from ORBX Spring Day @1400 Fair Weather Mooney with G1000 @10R Graphics: FXAA=off, AA=4XMSAA. Ani=8x, TexRes=4096, Frames = Unlimited LOD=Ultra, TessFac=High,Mesh=5m,TexRes=7cm, UseHighResTex, Scene Comp=ExtremelyDense, AutoGen=Medium,Veg+Bldg=Normal,DynamicVeg=on Water Detail=LOW, no Bath, NO reflections SpecEff=Medium HDR=OFF, DynRef=off, LandLights=on Shadow qual =LOW, Shadow Draw Dist = Low, Casting+Rec = both for Internal and External Cloud Draw Dist = 80, Density = Medium, Detail clouds, Vol Fog=on, Det Prec=on, Windshield effects=on Traffic - Gen Av=10, Road Veh=10 VR=single pass Prepar3D v4.4 FPS = 60 ( with reprojection=disabled for the test ) Prepar3D v5.0 FPS = 75->80 results in fairly smooth performance (minimal stutters ) If a more complex aircraft like Quality Wings 787 is used, then the Scene complexity for KMRY would have to be reduced to Normal or Dense.
  11. One that is still in early access ( and has been for quite a while ) is Combat Air Patrol 2 available on Steam. Systems are mostly operational for the AV8B Harrier but are reduced in complexity (load desired weapons after choice of mission, takeoff from carrier or airbase, acquire target on radar, select weapon, select target, fire ) Simple to get to action, good graphics, very high VR performance, four gaming areas - Straits of Hormuz, Mach loop, Yuma, and Oahu - photorealistic, and a Mission Editor which I have used to generate a mission at MCAS Kaneohe with red force SA-2s, Mig21s, AAA, gunboats along with blue force F4 drones, a Carrier task force, a tanker, and AI helis. The Dev is generating lots of missions now and supposedly will eventually have a realtime campaign. I fly DCS but struggle somewhat at getting quite enough VR performance (PC=9700K@5Ghz+RTX2070+Reverb) and so CAP2 is just a fun aircraft to get in, it starts up quickly, and go fly!
  12. Here are the results of my v5 VR testing. Yes, I am having the jittery, lagging left eye issue at times. I have reduced it considerably by using SteamVR reprojection set to motionvector and with the in-game frame limit set to 45 (someone else likes 40) since that is half of the 90fps screen rate for the HP Reverb. I do not see any left eye jitter problem with this same PC/GPU/HMD system flying other VR sims - like Aerofly FS2 or DCS or P3Dv4. Hopefully, this is something that the Devs can reproduce and fix because as you say, when I hold my head steady, the VR image is very fluid especially because the framerate performance is quite a bit faster than v4. Below are the settings that I use for my v4 versus v5 benchmark. My PC is a 9700K@5Ghz, RTX2070 (442.50), 32gb 3200Mhz RAM, HP Reverb. Conditions: KMRY + Northern Cal from ORBX (looks great in VR ) Spring Day @1400 Fair Weather A321 @10R Graphics: FXAA=on, AA=4XMSAA. Ani=8x, TexRes=4096, Unlimited LOD=Ultra,TessFac=High,Mesh=5m,TexRes=7cm, UseHighResTex, Scene Comp=VeryDense, AutoGen=Medium,Veg+Bldg=Normal,DynamicVeg=on Water Detail=Low, no Bath, no reflections SpecEff=Medium HDR=OFF, DynRef=off, LandLights=on Shadow qual = Low, Shadow Draw Dist = Low, Casting+Rec = both for Internal and External Cloud Draw Dist = 80, Density = Medium, Detail clouds, Vol Fog-on, Det Prec=on, Windshield effects=on Traffic - Gen Av=10, Road Veh=10 VR=single pass __________________________________________________________ Results v4 v5 nonVR HD 96 100 VR (2160x2160x2) 60 85-90 (No Reprojection ) (no Framellimit in P3D )
  13. I think I saw minor flickering too with the HP reverb. I think it might be in conjunction with reprojection
  14. OK, a quick report of V5 in VR. I am using ORBX scenery for Northern California and at KMRY - Monterrey. My system is a 9700K at 5Gz, 32gb RAM, and a RTX2070 (442.50 driver ) with an HP Reverb (SS=100% 2160x2200 or so ). VR seems faster by 20 to 30%. I've not much time to try various settings. I usually run with unlimited frames and reprojection=auto but I am seeing a little problem maybe with head tracking lag (or something ). I generally like to swivel my head around a lot but I ended up with more of a fixed head position. The frame rate wants to be near to 80 to 90fps (I have water at LOW, HDR off, but I prefer smooth so I ended up with setting the P3Dv5 frame rate with the internal limiter right at 45fps and running reprojection=motionvector which always runs at 45 - doesn't try to return to 90. Seems very smooth when looking at the ground scenery. I run 4k textures, 4xMSAA, 8xAniso. low shadow quality, no reflections, and low draw distance (for now). I will compare the same scenery and settings with v4 tomorrow. Anyway, it works pretty well!
  15. You have to realize that the actual displays inside the VR HMD are typically not the quality of a similar resolution monitor. The pixels have a lot of "black" space around them and the RGB subpixels may not have a layout like a monitor either. This not only causes screen door effect but also "shimmer". I'm not sure which HMD you have - I have the HP Reverb with 2160x2160 per eye resolution on an LCD display with a great layout of subpixels. It's the best for clarity and minimal shimmer but has a limited Field of View - always tradeoffs.
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