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glider1

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Everything posted by glider1

  1. 25 fps is the simulator fps and 70 or more is the headset fps. Best way to go is to set the simulator fps to be a multiple of the headset fps. So if the headset is at 70fps, the simulator at 35fps.
  2. Thanks iceman. How wide is normal then? I think Pimax cops unfair criticism about SDE because people can't have both no SDE and wide FOV. There will be a tradeoff for more SDE if the FOV is the widest on the market. Cheers
  3. Thanks for the warning on SDE. What was the performance like for you on the Pimax in P3D? Were you able to use the wide FOV without stutters?
  4. There is a Pimax 5K XR OLED available now. Can you exchange yours for it? I am seriously considering.
  5. Hi there Enjoying P2A a lot now experimenting with more of its many features. Hit a hang of P2A that happens every time (100% repeatable). I do this: Create flightplan starting and ending at the same airport with a couple of waypoints File the plan. P2A correctly assigns SIDS and STARS Fly the course but after the first waypoint say "center, XXX request clearance direct to YYY" P2A correctly vectors me for the same approach it already assigned me when filed and I don't have to fly the rest of the course P2A hands me to tower I report inbound to tower and tower handles the report correctly When established I report this to tower During final P2A hangs (every time) No more comms with ATC but chatter continues P2A interface is unresponsive Prepar3D flight can be finished (thankfully) P2A has to be forced closed Appreciate anything you can do. Regards Glider1
  6. Do you think that the CPU overhead of downsampling textures happens during loading of the scenario or during the flight? Thanks.
  7. Glad you could fix that bambi bug. Was it fixed by a work around or did LM sort it out in 4.5? Regards glider
  8. HI Brett and Pegruder. In Active Sky you set the min/max cloud draw distance. Active Sky will change it based on what it thinks will minimise frame hit. I have my min down at 60nm and max at 90nm. ASCA cloud textures have excellent settings for VR. Cloud cover set to performance and use 256 res DXT. I wouldn't bother with 512 you will find that in some scenarios you will get stutters. Also recommend FFTF dynamic tool which will dynamically adjust fiber fraction which makes a significant difference for VR. Set fiber to 0.01 on the ground and up to 0.33 in the air.
  9. 256 DXT for clouds for me on 5.1GHz 7700k 208ti Rift CV1. Reason is clouds EAT performance they have a huge impact not necessarily on frames but on smoothness. Cloud draw distance and cloud AA have a big effect as well as the number of layers. 512 res is max for any VR setup in P3D. My settings that beat the cloud performance hog is 4MSAA 256DXT res and use AS16 to dynamically adjust cloud draw distance to minimise frame rate hit and often will reduce cloud layers down to 2. In IFR flying draw distance is often down to 60NM. Also cloud shadows can have huge frame rate hit in dawn and dusk when flying through cloud.
  10. I think the pixelating you were getting was ASW kicking in to rescue your 1070 card. You will definitely need to think CPU before GPU.
  11. What sim are you running mwilk? Also, what sort of performance do you mean? There are 2 performance criterion: head tracking FPS simulator FPS depending on whether scenery is loading or not It is entirely possible to have 80Hz head tracking and 20Hz simulator FPS. I'll take a guess that you are on P3D. If so, flying into dense airport is a simulator scenery loading situation which is a CPU limitation not a GPU limitation. Therefore upgrading to a 2080 will not work. Your best bet would be an upgrade to a 9700k (not a 9900k which is a waste of money) and then consider a 2080( or ti). Remember, I'm assuming you are on P3D. Do not buy a 1080ti. EDIT: Even with a 9700k/2080ti you still may not be satisfied.
  12. Good question I can't prove it. Just strongly suggest run EF first, then AS, then P3D in that order. I tested it for hours trying to work out where the long frames were coming from until I hit on that combination.
  13. Just put in for the record. If I run EF before P3D starts but then run AS weather engine after the flight is loaded, EF can cause stutters. I cured it by running EF, then running AS+ASCA, then running P3D.
  14. I have the same hardware as you, same GPU/CPU. I have overclocked the i7700k to 5.1GHz. 22Hz is 1/4 of 90Hz refresh of the CV1 that P3D is attempting to lock to. In complex aircraft I get 1/4 lock too. In general aviation I'm getting 1/2 lock (45FPS) and sometimes 1/3 lock (30FPS). As long as 1/4 lock is smooth, it is actually ok because the head tracking is still at 90Hz and complex aircraft are mainly about systems flying. If you overclock your CPU, you will get a little improvement to smoothness and ability to add more sliders but since P3D will try to lock 1/4 anyway, you will still see 22-23 FPS.
  15. I mean, are you plugging the usb-c into your RTX2080ti or into a usb-c plug on your motherboard?
  16. Thanks, I look forward to trying this solution.
  17. Hiflyer, with that adaptor are you plugging it into the usb-c connector on your RTX2080TI?
  18. Depends how you define FPS. In my experience, if you mean FPS when there is no scenery loading (say flying in tight circles over the same terrain), more cores will not help. If you mean FPS while scenery is loading in the background during the flight, there will be a benefit to more cores. There is an optimal number for scenery loading. Some say it is a six core processor where P3D dedicates four cores to scenery, some say an eight core with six cores dedicated to scenery loading. The highest clocked CPU even with four cores will still give the best FPS when scenery is not loading in because P3D only uses two cores (and mainly just one) when scenery isn't loading. P3D is now a 2 core simulator with extra cores for scenery loading and some processing on the GPU happening as the simulator develops. Remember these are my observations and the simulator is changing with each new version. I've got a 4 core processor heavily overclocked and until P3D actively uses more than 2 cores for general simulation (not just scenery loading), there isn't much incentive to upgrade.
  19. Thanks. So one idea would be to use the (good quality) Rift-S internal mike for voice recognition and a good quality over the ears headphone using a standard 3.5 jack supplied by the Rift.
  20. What do you do for the mic? Does the same jack handle headphones that have there own mic. Thanks in advance.
  21. Thanks. I tried HTR 1.62se with both the Robinson R22 stock P3D and the Milviz MD530 using the inbuilt dynamics but found handling to be too extreme on the other end almost impossible to keep it level hover. I know heli's aren't easy to fly and I trained on the dodosim206 for FSX, but there is no way that HTR was handling the helis properly in my situation. So I now I just patiently wait for the new dodosim and fly the 530 just for fun because it is easy to handle (no more difficult than the stock R22 for me).
  22. Yeah that was what I was thinking too but P3D offers solutions developers aren't using. I'm starting to get tired with old models that are made compatible with P3Dv4 but are not really built for it. The SDK allows developers to build external flight models has for a long time. Instead some developers sit on their old models as long as they can probably because they can't afford the redevelopment costs.
  23. Does this product create turbulence effects within a thousand feet of terrain or only at higher altitudes?
  24. No probs: Installing Aerosoft Gliders in P3D Change towplane P3D Customize towplane
  25. You have to enable the feature in Oculus home settings under "experimental". It is stable and is working well though. You need hand controllers. You pin the window you want to bring into VR with the index finger using the "pin" icon that is in the bottom right of the window. Then move the window in VR with the middle finger dragging the window using the grey bar at the bottom of the window. You resize the window in VR with the hand controller joystick.
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