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glider1

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Everything posted by glider1

  1. When my vantage point to AI traffic is beyond a certain distance their textures (liveries) disappear and the plane turns to all white. The AI traffic model is still visible, just their liveries go missing. My LOD is set on max in P3D. After searching the long history about this on the web, best I could come up with is this setting: [sCENERY] SmallPartRejectRadius=nn But that setting is not in the AVSIM P3D guide. Thanks in advance i6700k 4.7GHz GTX1080 Flyinside P3D 3.4.9.
  2. Thanks for the advise. For now I've gone ahead with MCE voice recognition using the Rift built in mic. It is pretty accurate and recognition is fairly flexible to different ways of phrasing a command. I did have to turn up the CPU processing to "more" inside the MCE settings to get the accuracy rate up. So long as MCE is not running on the same core as the main sim job it isn't a problem. MCE does have an option to drive either default ATC or third party ATC's. I'm probably going to go the PF3 route but haven't bought it yet still thinking. MCE has a script engine that can create custom scripts for controlling the simulator. Haven't tried it yet though.
  3. Same here, still doing initial research. Voice activation makes so much sense in VR. Pilot2atc could be an alternative thanks for pointing it out. I rejected it because it doesn't seem to have the regional voice sets I really want and natural sounding audio and because it has too much flight planning stuff (feature bloat) when all I want is top notch ATC. Latest rumours going around is that MCE can command PF3 out of the box, you can add words before and after the phrase like "please" and it understands any callsign you speak (don't have to program the voice recog software to understand your specific call signs). Still early days.
  4. I think DWVAC voice recognition that you are using with PF3 does seem the way to go right now - so yes please share if you can. I was thinking of going with Multi Crew Experience to control PF3, but I am turned off by having to pay for a lot of features I won't be using. The lite version costs less but they say on their website is not supported with updates? and I'm not even sure that the lite version can interface with PF3.
  5. Do we have to manually create DWVAC voice recognition profiles to tell it what keys to send to PF3 for each voice command, or is there a premade profile available? Hoping we don't have to reinvent the wheel for each user. It would be nice if PF3 had profiles already in place. I looked on the DWVAC webpage but couldn't find any profiles for interfacing with PF3. Thanks in advance
  6. I'm in VR and am in the planning stage for building in MCE + PF3 because they both have demo's. issues are how complicated and time consuming it is to set it up how reliable the two go together Whether both MCE and PF3 can be affinity masked off the main sim job (so as not to impact FPS) whether the mic in the Rift is good enough. I don't think the Rift mic has noise cancellation? can Pf3 be operated without menu's or text displayed in VR?
  7. That is a good idea. Is the inflight information a panel? The reason I ask is that in Virtual Reality headsets, there is no menu to select anything, no text display to read anything. Only way to interact is by pressing or reading options on popup panels that appear as virtual windows, or by using voice commands.
  8. Good looks like you are definitely getting cloud shadows back. The lack of contrast in the shadows is what I saw in VR as well after 3.4.9. I thought it was because of some glitch in my PTA setting. After stuffing around fixed it using PTA and a lot of trial and error. I think but am not sure, that the dimness of the cloud shadow is what determines how dull overcast days look as well? Surrounded by light in VR, variations in light intensity are more noticeable for me.
  9. I just updated the client. At one point I thought they were missing as well but at some point I rebuilt the shaders and now they are back. Not sure why it might be something to try.
  10. Never easy when you face potentially weeks of down time. Sorry to hear it. The Vive should work ok since it is the same resolution. I'm thinking your eyesight is better suited to the Rift optics? You could try to persevere with the Vive. You could also try a headset for sound instead of the Rift goggle's built in sound. Might be simpler than going through the paperwork jungle on the replacement Rift.
  11. Nop. HDR doesn't work but there is no major loss since in Flyinside you have full UI control of brightness, saturation and darkness (effectively contrast). Only thing missing is bloom but it is a small loss compared to the full scale immersion factor. Just make sure you have a high end graphics card or SLI to make use of 4K supersampling@90Hz which brings first gen goggle resolution image quality up to acceptable depiction.
  12. Thanks for the update on your hardware results, always useful for tweaking purposes. I have had a loss of sound in the Rift however the reason was very silly. Because I can't see anything with the goggles on, I accidentally sat on the keyboard which triggered the hot key in P3D to mute all sound in the sim and then thought there was something wrong with the Rift. Hopefully for you it will be something simple like that.
  13. Here are the settings I muck around with in PTA using Rift and Flyinside: For terrain ambient I'm on 1.00 at the moment which is actually the P3D default. For terrain diffuse I have it cranked up much higher. I also increase brightness of the aircraft (cockpit). Turn off any HDR features as per pic. Make sure you don't turn decrease the difference between ambient and diffuse to the point that there isn't enough contrast in cloud shadows and ground. If PTA shaders aren't working for some reason (it has happened to me) delete the shaders ini file in Flyinside and let it rebuild after you have created new PTA shaders. I don't think it matters but give it a try if all else fails. You have to be very systematic when testing PTA and it is a lot of trial and error. A good way to test if PTA is working in Rift is to load up the default flight and sitting at the tarmac compare the brightness and tone of the grass on the side of the runway when you are adjusting the diffuse setting between sim restarts and shader rebuilds. Grass goes from dark brown to light brown on high settings. If you can, increase the brightness of PTA so that you can run the Flyinside brightness settings at mid range. I cannot but maybe others can. Saturation in flyinside is also an important tweak. Love flying VR at night because the residual light totally surrounds you since you are inside the simulator. Moonlit nights using PTA moonlight shaders are beautiful in VR and the city lights and traffic awesome. Cheers NOTE: My posts are composed using Rift and Virtual Desktop. Virtual screen is 3.3 meters away. Very little eye strain at that virtual distance for my eyes.
  14. I'll drop a link to the settings when I get back inside Rift. Thanks for the update on the new chip and cooler. I blew a gasket on my i6700k the other day. It suddenly dropped from a 4.7OC and could only manage a 3.5OC. It wasn't a temperature problem temps were fine. I had problems with the chip from day one with stability but managed to get it stable enough for 9 months. I've sent it back and bought another i6700k and dropped it in. I've decided for a more conservative 4.5OC no HT. On the new chip I don't have to adjust any of the voltages and just let the motherboard handle it. From what I read on the i6700k, the 14nm chips actually handle higher voltage better than the 22NM's do: http://www.overclock.net/t/1570313/skylake-overclocking-guide-with-statistics/9160#post_25549303 There are a few gamers in the 1.4-1.5Vcore region. I don't think it is worth it. The real OC we are aiming for is 5GHZ or greater but that is not possible on i6700k. It's fine at 4.5OC I think. Still not getting the pixel issue on the 1080. Hope you get it sorted. Turns out my 1080 dials back to 1.789GHz overclock in Flyinside despite set at 2.067GHz. Other than that, P3D 3.4.9 teamed up with Flyinside 1.62 is really working nice. Have imported windows for google earth and navigation maps in the virtual cockpit. There are a few oddities with getting the mouse to focus on the dashboard sometimes, but all in all not too bad. Flyinside is awesome once you push through the pain barrier on the lower res. The 4K supersample is fine once your brain gets used to it. High end graphics card(s) needed.
  15. Watch out when overclocking a 14nm chip like the i6700k. They might degrade quicker if they are not thoughtfully overclocked. Main benefit of i6700k is DDR4 and optimisations intel made to the CPU. Unfortunately for us simmers, the main reason that intel goes to smaller dies is a marketing one. They want more area set aside for the benefits of the internal GPU which there is a significant demand for even though us simmers don't need it we have to accept the wasted chip area for that {expletive} internal GPU. "Carefully" means if you buy the chip and on day one notice that it is unstable at a higher overclock using the motherboards built in overclock settings, it probably means you have lucked out in the silicon lottery. If you then decide to take matters into your own hands and put on a bigger heat sink or customize the overclock yourself overriding the motherboard oc settings, you might get the high overclock you are after, but find out less than a year later that your chip has degraded. Heat is not the only indicator of long term reliability. Cool chips can still degrade on higher voltages. Degrade means they might still work but need higher and higher voltages and lower and lower multipliers to remain stable. I have seen an i6700k go from a 4.7 OC to 3.5 GHZ max (1.2GHZ drop) in under a year even when it's temps were kept below 65C. The chip took a lot of manual tweaking to get it to 4.7OC. It didn't get their easily but did get there after a big struggle but then degraded quickly anyway. Be wary about LLC settings. Overriding the motherboards selection of LLC can be risky because of voltage overshoot. The calibration is tighter but overshoot on the leading and lagging edges of the clock can mean that with high LLC vcore degradation is higher than you would think. I think LLC is best kept at the motherboards preferred settings in most cases. If the chip get's the OC effortlessly using built in motherboard oc settings, and you keep temps reasonable, I'd say no probs go with the OC. The difference between a 3.5GHz chip and a 4.7GHz chip in P3D is you run less traffic and will see an increase in occasional long frames. Latest P3D 3.4.9 is doable on a 3.5GHz chip, because it is the most optimized version yet. High end stable overclocks are still worth doing if it comes easily. These comments are just my own opinions based on experiences I've seen.
  16. Another important factor for motion sickness is stuttering in the sim. Two issues, the goggle frame rate and the sim frame rate. Lets say the googles are locked at 90fps because you have an SLI rig or a high end graphics card..... ....great but.... the sim *needs* to run smoothly as well especially when loading scenery in otherwise motion sickness will follow. The sim frame rate is not really the issue.... rather it is the delivery of consistent non-stuttering frames. I don't get motion sickness in VR but for an experiment, I down clocked my CPU from 4.5 to 3.5 and went for a fly. The sim went well but occasionally would stutter. The pause of 1/2 a second or so really knocks upsets the brain when it is expecting smoothness like it gets in reality. If it is only one or two pauses it might be ok for some....... but if the sim is randomly pausing even with a 90fps lock on the googles, motion sickness would probably follow for most. The good news is that since VR is a HUGE game changer for flight simulation (including these first gen goggles when set up properly), the simulation and scenery developers are going to have to be forced to comply with best practices in the design of super smooth simulators because if not, they will be affecting peoples health in VR. Gone will be the days when developers could get away with heavy eye candy to boost sales and then lie to customers that the simulator will run smoothly. In VR simulation smoothness is now a public health issue.
  17. Second Skywolf that it is important not to use unlimited frame rate because in VR when we bank the aircraft, we need the terrain to move at a constant rate. With unlimited, the terrain will pan fast or slow depending on GPU load - bad idea if you are concerned about nausea. Second Skywolf that 90fps lock is really important. There is also a possibility that the nausea is not due to eyesight, but inner ear and brain. Brain/inner ear cannot be corrected with eyesight but could be corrected by slowly adapting over a very long time to VR. Get into Avatar mode and practice walking without getting sick before moving onto the actual aircraft. I think possible predictors for sickness in VR is whether: you get motion sickness in real world, whether you have short sighted-ness and/or whether you have astigmatism. For example I have farsightedness but none of the other predictors and can spend more than 2 hours in VR without glasses and without motion sickness. of course another big factor on motion sickness in VR is whether you are tired, dehydrated or haven't eaten properly.
  18. Yep just did an hour fly in 1.62 Flyinside with P3D 3.4.9. Looks good so far but there are a lot of minor issues to sort through. Hope your PC build comes together well. I'm relieved that I haven't needed to get glasses with the Rift. I'm one of the lucky ones who needs glasses for flat panel but not VR.
  19. Yeah idle temps aren't that good comparison indicator for heat sinking (should have realised that) because even the slightest background usage of the CPU will raise the idle temp. Thanks for reporting on your hardware overclocking experiments since I cannot afford it - but if I had the money i would too! Delidding sounds interesting but potentially expensive. I'm on the latest Flyinside now 1.62. Working well but at the moment the PTA mod for controlling brightness isn't working any more for me. I can get it to control cockpit brightness but not scene brightness. Not sure why. I'll try to remember to take a look at my GPU overclock while P3D is running. Yours seems to be throttling back which suggests that Flyinside is working the GPU harder than 3Dmark does!? So many DD4 memory tests are indicating that frame rates don't improve much once you pass 3000 to be worth the expense. Not sure about the latest CAS 14's, but doubt it will do much either. If you have lots of spare money you could try SLI'ing two 1080's! That should allow you to turn on most shadows. Don't listen to me though or you won't have enough money to buy milk and bread from the local grocer ;-) The more I'm in flyinside, the more I am realising that 4K super sampling produces acceptable resolution once you get used to it - so long as you have the hardware.
  20. Mine is 25-28C idle in a 22C room. Good to be conservative about the overclock in case there is some issue with how the cooler head was mounted on the chip. There isn't much difference a couple of 100MHz here or there. A 4.5 OC is fine. I would turn up the LLC level to max but keep the Vcore down low and only progressively raise it as you monitor temperatures over coming weeks. My Vcore has been on 1.40V with max load line calibration for quite a while without issues on a 4.7 OC but every chip is different. LLC determines how tightly the voltage on the chip is regulated as I understand it. The CPU needs better regulation when overclocking but it comes at a cost of heat. Discovered something pretty important with Flyinside and CTD. If you overcook the shadow settings everything might seem fine until you pass through thick overcast conditions. Then the frame rate drops, ATW can't keep a lock and Flyinside 1.61 will crash. Hard lesson learned. Need two different simulator settings, one for VFR and one for IFR. Shadows turned up in VFR but turned down on IFR because of the heavy cloud you get in IFR.
  21. Great to hear you are getting the performance in line with your what your hardware should deliver. 27FPS on those settings you posted is pretty good and about the same as mine. I do think you want to think about simobject shadows cast and receive as well since they give you the shadows on the ground from other aircraft and turning receive on enables you to use more options in the PTA shader mod which is pretty much essential to get the brightness-colour settings in VR tuned in to be more natural and realistic. If you are using AS2016, you might have to reduce the number of cloud layers down to 3 from the default 5 helped my FPS a lot. I found that in VR, flying through clouds can hit the GPU pretty hard when it has to calculate not only the visibility of the clouds that the plane is going through, but the clouds in the visibility horizon ahead of the plane as well as the ground shadows popping up when the ground becomes visible. No artifacts at all but I'm on water and the GPU card never gets hotter than 65C under full load at 2.1GHz overclock. I think it is an overheating issue but could be wrong. All the best with your VR in Flyinside! I'm loving it. Will never go back to flat panel again unless forced to.
  22. It is pretty interesting that your GPU temps have come down. Good news. EDIT: from what I can guess, you have decided to pull cool air from the outside through the CPU water cooler into the case. That is fine, you are prioritising keeping the CPU cool which keeps the GPU on air a bit warmer but not bad if you have case fans that vent the hot air out of the case. The other option is to prioritise keeping the GPU on air a bit cooler by pushing warm internal case air through the CPU water cooler to the outside and using case fans to draw in cool air from the outside over the GPU. Most gamers push the GPU on air really hard and so prioritise keeping the GPU cool. We in VR push the CPU and GPU hard. Ideally both on water, but having the CPU on water allows options. On the topic of what kills frames in VR, I found a culprit for frame killing using a 1080. Casting building shadows while in clouds can hit the GPU hard. The frame killer is when the GPU has to both render in cloud and render ground shadows. The other ground shadows like simobjects are less demanding in that situation. Building shadows are the hardest for the GPU to cope with.
  23. Hi theSky, under full CPU load in bench tests I hit 75C. Yeah it always possible that a 7700k might have a higher overclock but it is the same old story, as soon as you buy your hardware there is something else better just coming out. The way it is now, getting an overclock from 4.7 to 5.2 whatever means possibly being able to stay on 30fps even in heavy scenery, but we are not needing to lock to vsync in VR so it doesn't matter too much whether the sim is down at 25 or making it to 30. So long as there are negligible stutters, the lower fps is fine since 1/25 is still a fast enough time slice not to induce too much lag for general and commercial aviation. I even did aerobatics in VR on 25fps and was happy since in the past it was more the stuttering that drove me mad, not the low fps. EDIT: for me on a 1080 watercooled, ATW still works down to 25fps without juddering. That might not be the case for people with lesser GPUs I'm not sure.
  24. Here I my specs. It runs VR flyinside really well definitely good for ORBX but you have to know what you are doing when adjusting the settings for VR, there is a lot of tweaking and it has taken my two weeks to get the VR build right. The biggest trick is managing the load on the CPU in VR. EDIT: For ORBX you have to happy with no more than 30fps. I sped up the timing on the memory one notch faster than the built in overclock profile to 15-17-17-35. The CPU over clocks to 4.7GHZ but I needed a 1.40 Vcore running at around 65C on P3D loads. The Gigabyte motherboard could do with a better voltage calibration setup but it is working ok. The GPU is stock overclocked at 2.067GHz and runs at less than 60c full load. It could be pushed higher but there is no need. Corsair Hydro Series H100i GTX 240mm Liquid CPU Cooler Microsoft Windows 10 Home 32bit/64bit USB Flash Drive Thermaltake Core V31 Window Mid Tower Chassis Corsair HX1000i 80 Plus Platinum 1000W Power Supply Gigabyte GA-Z170X-Gaming 5 Motherboard Intel Core i7 6700K Gigabyte GeForce GTX 1080 Xtreme Gaming Water Cooling 8GB Corsair Vengeance LPX CMK16GX4M2B3200C16 16GB (2x8GB) DDR4 Black Samsung 850 EVO Series M.2 250GB SSD Rift CV1
  25. I had similar CPU temps on my i2600k. I think you will get stuttering from that as well. What makes it worse is that the GPU is hot and pumping heat into the same area that the hot CPU is sitting. The hot CPU could be because the thermal paste has dried up. You could replace the paste or get a better cooler for the CPU. In my humble opinion, one of either the CPU or GPU needs to be water cooled. If both are on air, there is too much heat in the case. I once had a CPU on air running at 85C and a GPU on air running at 80C and there was stuttering. Then I went to a i6700k CPU on water at 60C with the same air cooled 80C GPU and no stuttering. Then I went to a water cooled i6700k on 60C with a water cooled GPU on 60C and there are no issues with stuttering.
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