Jump to content

glider1

Members
  • Content Count

    678
  • Donations

    $10.00 
  • Joined

  • Last visited

Posts posted by glider1


  1. 5 hours ago, Iceman2 said:

    Try adjusting the SteamVR resolution setting as high as you can until your GPU gets close to MAX %.

    1. Under SteamVR > Settings > Video > Application Resolution manual override. ... 

    I use a Pimax 8k with great results. Cockpit is clear along with outside the window scenery.

    Took me a little while to find the sweet spot. I run a very high steamVR resolution but dial back some of the long distance graphic slides in P3D that are not really visible anyway.

    I have an OC9900k and 2080ti which preform very well. Thick thunder clouds occasionally cause a stutter now and again.

    IM

     

     

    Iceman what FOV are you able to achieve without many stutters in the Pimax? Thanks.


  2. On 7/17/2019 at 12:36 AM, Farlis said:

    25FPS?

    Switching off ASW?

    I thought the goal in VR is to get fps above 70 so that you don't start to feel funny (which I definately do if they drop below a certain threshold). 

    Sow what benefits would switching off ASW give me if my natural frames are not anywhere near 70?

    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.


  3. 28 minutes ago, Iceman2 said:

    I had a pimax 4k a few years back and enjoyed good close up clarity & no SDE. Then I got the 5K+ and was not satisfied. Noticeable SDE, close up clarity was worse however colours were better along with the clarity in the distance. Night lighting was ok after a few adjustments but the SDE caused lights & stars to look like small blobs.

    Ive since purchased the 8k and find it much better and the stars are not like small blobs in the sky. However i see more SDE than I did in the 4k unit.

    Im running it at 64hz and find performance is great.

    I use normal FOV because with wide I see texture artifacts just in the corner of my right eye. Not sure why.

    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


  4. 17 hours ago, Thac said:

    The Pimax XR OLED has the worst SDE of all HMD's - not recommended. Actually, I don't recommend Pimax at all. The ONLY nice thing about the Pimax is the FOV. Don't buy a Pimax. 

    It seems we need to choose between crisp resolution or crisp colors/black level. The only three HMD's with pure blacks are the OLED HMD's. And in my world those are O+, Vive and Vive Pro (and for me, I think I would prefer the O+ for the A-SDE and price). The the new LCD HMD's (Valve Index, Rift S and HP Reverb) just don't have pure blacks/colors. And for me THAT is the most important. I love flying in the dusk/night.

    I suspect and hope Samsung will soon(TM) release a new version of the O+ with better comfort and higher resolution while still using AMOLED screens with their A-SDE tech 🙂 

    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?


  5. On 7/3/2019 at 10:41 PM, Thac said:

    Hi,

    I have a Pimax 5K+ .... and it kinda sucks. Great FOV - but that is it. The colors and blacklevels are horrendous! During evening/night flights I am sourrounded by this grey soup....and it is really annoying, and I will never "get used to it" or "adapt"

     

    So, the problem is that only the O+ and Vive Pro has OLED screens, the rest are LCD (like my Pimax 5K+). The new HP reverb has insane resolution...but is still a LCD. When I think about it I need a OLED display with Samsung O+ anti screendoor filter at reverb resolutions.....don't we all!

     

    What are you guys thinking? Would you go for higher resolution LCD or lower resolution OLED?

    There is a Pimax 5K XR OLED available now. Can you exchange yours for it?

    I am seriously considering.


  6. 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:

    1. Create flightplan starting and ending at the same airport with a couple of waypoints
    2. File the plan.
    3. P2A correctly assigns SIDS and STARS
    4. Fly the course but after the first waypoint say "center, XXX request clearance direct to YYY"
    5. 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
    6. P2A hands me to tower
    7. I report inbound to tower and tower handles the report correctly
    8. When established I report this to tower
    9. During final P2A hangs (every time)
    10. No more comms with ATC but chatter continues
    11. P2A interface is unresponsive
    12. Prepar3D flight can be finished (thankfully)
    13. P2A has to be forced closed

    Appreciate anything you can do.

    Regards Glider1

     


  7. 7 hours ago, kand said:

    If you do that, you are setting the maximum texture limit in P3d, anything higher will get converted on the fly down to the lower resolution

    Allowing P3d to do the conversion at runtime must also cost some CPU overhead

     

    Do you think that the CPU overhead of downsampling textures happens during loading of the scenario or during the flight? Thanks.

    • Like 1

  8. 1 hour ago, pegruder said:

     

    Hows one set this up?  Is this the min/max cloud distance?

    Im about to start my testing.  Dropped clouds to 512 DXT.

    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. 3 hours ago, pegruder said:

    Ill def play around tonight and report back on what does what.  Traffic funny enough enver seemed to impact me much, even in 2d.  For me I think its always weather.  LGA was overcast yesterday and I think that did me in.  Clear days performance is usually pretty good.  With that said - what texture resolution does everyone use on their clouds?  I think in ASCA i was using 2048 which its probably too high even for 2D.  I might drop back to 512.

    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. 7 hours ago, mwilk said:

    I've been using the Rift S for about a week now. I'm currently running a 6700k @ 4.2GHZ and a GTX 1070. Overall I get pretty good performance until I fly into a more dense area or airport. I then start to get artifacts and stutters. How much of a difference would bumping up to a RTX 2080 make?

    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.

    • Like 1

  11. 12 minutes ago, Jac_49 said:

    Question, how do you know that EF is what causes the stutters, and not one of the other programs?

    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.

    • Like 1

  12. 1 hour ago, aidanlegras said:

    I have an RTX 2080ti waterforce with an unclocked i7700k and an Oculus Rift (consumer version 1) it’s been absolutely brilliant for DCS but with P3D it sucks. My headroom is something like -200% and my FPS will often sit around 22Hz when their is anything vaguely interesting to look at. 

    On the Oculus traytool, which is a third party add on to help with Rift settings I have max performance selected and super sampling turned right down but it doesn’t seem to help much with P3D, 22FPS is pretty ordinary. 

    On DCS I’m not usually on anything less than 45FPS which is perfectly acceptable for me. 

    I’m obviously going to look at overclocking but I have not been all that impressed by P3D as yet. 

    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.


  13. 6 hours ago, ols500 said:

    Does more cores mean more FPS?

    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.

    • Like 2

  14. 6 hours ago, andreh said:

    No, there are cheaper and still good, but the ones that come with smart phones are generally the bottom of the barrel. I don't want to make recommendations as they are so different. Headphones also depends a lot on what the manufacturers idea of what the customer is going to listen to is. E.g., Beats = aimed at young people = lots of bass etc. Or go wired. Cheaper AND better quality, but, you know, with a wire.

    The ones I use are a pair of wired Pioneer, bought for £80 in 2015. Very good, but a few years old.

     

    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.


  15. 2 hours ago, kdfw__ said:

    for the n-th time, HTR from years ago offered external flight model of rotorcraft.  it models AFCS and non-AFCS equipped helicopters very well provided good control HW is used.  

    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).


  16. 2 hours ago, NorwegianAviator said:

    It's easier to fly because it doesn't handle like a helicopter 😅
    Joke aside, the problem lies within P3D, not so much the developer.

    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.

    • Like 1
×
×
  • Create New...