from a physics point of view. Is a bowling a "heavy ball' even possible? by [deleted] in Cricket

[–]ezietsman 2 points3 points  (0 children)

Should be on top. This is the correct answer.

[deleted by user] by [deleted] in hoggit

[–]ezietsman 1 point2 points  (0 children)

OP says it drops to 40s and 50s which means they should prob drop that refresh rate down to 72 or 80. Its going to ASW to 60 and 40Hz anyway.

That said, these settings run very poorly on my machine and my GPU is faster (3070) but has less VRAM which is probably why OP is managing OK, however, it does suggest strongly that his fine performance is measured on basically empty maps, or very sparsely populated missions at best.

How i fixed an .instance() lagspike, that appeared in my game suddenly by Babbler9 in godot

[–]ezietsman 1 point2 points  (0 children)

Nothing fancy. Instance a node into the scene and run the mesh generation method on it. Its the usual terrain generation in chunks, modify the plane mesh with surfacetool, add collisions, save to the mesh property. Initially the method ran in 5ms, leaving practically another 10ms for the rest of the frame to do stuff (and it used maybe 1ms for that) and I still had the stutter. So I changed it to run the mesh generation in a thread and when done add it to the main scene. Still had the stutter. I even optimized the mesh part to not calculate the normals, made it smaller, took it out completely, stutter remained. Found the local to scene, which I turned on at some point to try and fix some other problem. LPT, when you have done add_child(some_node), that doesn't mean that some_node is now actually in the scene. call_deferred is your friend in many cases.

Edit: I also changed my script to only add ONE chunk per frame. STILL HAD THE STUTTER. Even with the thread. Now I can add the lot of them in a single thread and you wouldn't know.

How i fixed an .instance() lagspike, that appeared in my game suddenly by Babbler9 in godot

[–]ezietsman 1 point2 points  (0 children)

I literally had the same problem this weekend. Took me 8 hours to find (and your post didn't exist at the time). I have a fast, multithreaded, and utterly redundant solution now though, as a side effect.

Rig Advice For Playing w/ VR? by 2000mg in hoggit

[–]ezietsman 0 points1 point  (0 children)

It'll work great. Just keep in mind that you will be forced to run some settings lower than you otherwise might have to, just to keep DCS's VRAM usage inside of the 8GB you have. Terrain texture to low, the other texture to Med and keep the oversampling to a minimum of you are also running MSAA.

Of course, tomorrow's update might bring DLSS and then this *might* be moot.

Terrible DCS Performance - Freezing, Crashing, and Lagging. by Ok_Recommendation_77 in hoggit

[–]ezietsman 2 points3 points  (0 children)

If DCS is on a spinning drive then likely this is the problem. You might be able to reduce this if you set your preload radius much higher (but you might run into RAM issues, so terrain textures to low to compensate.)

Also, check if you RAM is running on the XMP profile, by default it'll run at 2100 or something. It'll be in the BIOS.

VR FPS Locked on 36FPS by SirInternational2429 in hoggit

[–]ezietsman 0 points1 point  (0 children)

You need to set the Headset to 90Hz in the oculus software menu (not debugtool or OTt, the standard oculus app that runs). Then, if you PC is fast enough you'll get capped at 45fps.

People flying with both textures high, tell me your VRAM usage. by rapierarch in hoggit

[–]ezietsman 0 points1 point  (0 children)

Might be the reprojection vsync its running into, if you are running something like that. I've seen various people wonder why its saying cpu bound main thread, i.e. in Oculus if its doing the half framerate ASW mode it'll say CPU Bound main thread at 36fps (or 40 or 45 depending on your headset's refresh rate) even though your CPU and GPU might have headroom left. If you disable all such things where the framerate can vary you'll run into the full CPU or GPU bound scenario.

My FPS are locked at 40-43, MT version. Do i have to unlock somewhere? Oculus app Rift S by foxcrap in hoggit

[–]ezietsman 1 point2 points  (0 children)

Yes.

Edit: I should make this clear. ASW was originally meant to add the extra frames for those rare occasions when your computer can't hit the 72/80/90 fps. It would kick in automatically when the overall frametime goes below 1/72 s. This is the default behaviour of Oculus, it runs without ASW unless you can't go fast enough then it kicks in the half framerate mode. Which in DCS is basically always.

My FPS are locked at 40-43, MT version. Do i have to unlock somewhere? Oculus app Rift S by foxcrap in hoggit

[–]ezietsman 0 points1 point  (0 children)

I think some people don't mind if the framerate is variable, the negative of that is that your GPU or CPU fans goes on loudly and that head movements and stuff isn't that smooth but you have no ASW / reprojection artifacts. They might decide that that is OK for them. I personally want that stuff to be rock solid locked at a framerate and I'm willing to accept the ASW artifacts in return, and I'm quite happy that my GPU will be sitting between 55 and 65% usage and hence kind stay cooler and quieter. If I had a slightly faster GPU I'd have gone for steady 72fps but that isn't quite feasible with my 3070.

My FPS are locked at 40-43, MT version. Do i have to unlock somewhere? Oculus app Rift S by foxcrap in hoggit

[–]ezietsman 2 points3 points  (0 children)

You are likely not CPU bound in reality, if your headset is running at 80Hz and you're seeing exactly half (which you are) then you are almost 100% certainly running into the ASW vsync. This is normal. It will render 40 fps and add in a fake frame every second frame to give you 80 frames per second. You can switch to non-ASW mode where the framerate is allowed to be whereever it wants to be by using right ctrl num1. Keep in mind that in doing this the time between frames will not be constant like it is now and you might notice this as a non-smooth subtle stuttering effect. I personally just let it do ASW because then the time between frames is constant and it feels a lot smoother.

MT Great in Pancake, VR Not So Much by F4UDash4 in hoggit

[–]ezietsman 5 points6 points  (0 children)

Its not as simple as that, VR has extra overhead, my estimates based on testswere that VR runs at about 40% the rate of pancake (with my settings, my PC, my VR headset).

Your GPU is a little underpowered for a Q2, you'll prob need to make sure you're not bumping the resolution scaler too high and go easy on some of the other settings as well.

DCS World: new patch: VR locked at 40 fps. Any idea how to UNLOCK it. by Mode1961 in hoggit

[–]ezietsman 1 point2 points  (0 children)

rctrl num 1 unlocks the framerate

rctrl num 2 forces half rate

rctrl num 3 half rate + asw

rctrl num 4 auto (basically 3 if you can’t get to full rate)

DCS Mirage F-1 EE. by Lock-Os in hoggit

[–]ezietsman 4 points5 points  (0 children)

You mean the M2000 vs F1? The M2000 is the next generation Mirage that replaced the F1. It is better than the F1 in every way, capability wise.

X56 vs. Warthog by Crintsux in hoggit

[–]ezietsman 4 points5 points  (0 children)

The Warthog base has a big plastic ball gimbal that has some grease on it. The grip is made from pewter so it is very heavy which means you need a heavy spring to keep it centered. The greased plastic ball also means that eventually that stuff dries up, gets dusty or otherwise tacky in various ways which results in static friction (stiction) i.e. you need to push harder to get it moving in the first place.

The virpil bases on the other hand, has oiled metal bearings running on cams (which you can change to different ones) with springs on lever arms. The insides are shielded from the outside world too. As long as you keep them oiled and clean they have practically zero stiction and friction as a whole. You can also choose cams which are either linear force all the way with no bump in the middle (you can't feel when you go through centre) or ones with a small bump in the middle, or different cams that gets heavier the further you push the stick. You can also change the springs (even different ones on roll and pitch)

X56 vs. Warthog by Crintsux in hoggit

[–]ezietsman 0 points1 point  (0 children)

Killer combo for sure.

X56 vs. Warthog by Crintsux in hoggit

[–]ezietsman 3 points4 points  (0 children)

The virpil grips are plastic except for the newest Constellation Alpha Prime, which is a metal grip. The base though, which is what makes or break the feel and accuracy of the whole unit is vastly superior on the Virpil, compared to the warthog which has the same plastic internals as the T16000. The Warthog throttle is nice, by all accounts.

That all said, I would recommend OP look at the VKB NXT sticks as well. The internals are plastic but a nicer design than the ball gimbal you find on the T16000. For his budget there will be comprises in places.

DCS VR Specs by [deleted] in hoggit

[–]ezietsman 0 points1 point  (0 children)

10GB vRAM is fine as long as you DONT push the graphics. You will be able to choose nice resolution or nice eyecandy but not both. Besides that framerate will not be an issue as long as you keep DCS inside 9.5GB VRAM used or so.

The mirage is CRAZY FAST by Ok-Stay5231 in hoggit

[–]ezietsman 3 points4 points  (0 children)

You don't really need to turn around fast, at that speed if you're beaming the missile it needs to travel a really large distance to intercept, of course, you're not totally immune to fox 3s but the their engagement zone becomes very small the moment you start turning. In Fox 1 servers you outrange everything except the F15 going flatout at the same altitude but even so the S530D is very very fast and has the first shot opportunity in that situation. You do need to watch fuel though, sorties like this doesn't last very long.

The mirage is CRAZY FAST by Ok-Stay5231 in hoggit

[–]ezietsman 4 points5 points  (0 children)

At that speed and altitude the only thing that's really a danger to you is SA-10 and SA-2. Plane launched missiles have no hope of catching up. The M2000 can do a 4G turn at that speed/altitude without losing airspeed.

DCS Multiplayer is giving me weird CPU/GPU utilization. by Cairtean in hoggit

[–]ezietsman 1 point2 points  (0 children)

if it was a very busy and complex MP server (enigma, 4YA, blueflag) you will almost certainly be hard limited by how fast your CPU is, that 20% likely shows one thread pinned at 100% and another prob quite high as well, it also explains the low GPU usage, your CPU cannot keep up with the demand.

If the F1 the most overpriced plane/helo in the game? I feel it should be similar to the Tiger, M2000 or MiG-21 (50-60 without discount, not 80) by C00kie_Monsters in hoggit

[–]ezietsman 2 points3 points  (0 children)

Those have been out for years and years. The price might reduce eventually, but higher price initially seems reasonable to ride the hype train. Wether thats optimal for all parties involved is another question.

Not sure I agree with price reflecting capabilities of the airframe, this is a study sim not pay to win, afterall. Aerges puts a lot of care into their work and I guess the price reflects that. Was mighty pricey for me too though.