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You would be surprised how good this looks in VR even with settings much lower than one would like.
The sim is trying to display far more than any other VR sim, and streaming to boot.
For what it does it runs surprisingly well.
---
drhotwing1
Nice!
The Tip about display mode is something I completely forgot about doing too.
Thanks for bringing that up!
I am running the same hardware as you, excepting dual 2080Ti's in NVLink mode.
I haven't tried alternate frame rendering in VR mode yet, but it works brilliantly on my main screen to double frame rates.
It works great most of the time, but can't low-fly through Manhattan without stuttering.
I'll try lowering the PC settings. Never thought it would have an impact because as soon as you enter the VR mode the screen is replaced by a replica of what you see in the headset.
speed and altidude...
Render Scaling - 110
Anti-Aliasing - TAA
Terrain LOD - 200
Terrain Vector Data - HIGH
Buildings - High
Trees - Medium
Grass and Bushes - Low
Objects LOD - 150
Volumetric Clouds - Medium
Terrain Resolution - High
Anisotropic Filtering - 4x
Texture Supersampling - 2x2
Texture synthesis - HIGH
Water Waves - Medium
Shadow Maps - 768
Terrain Shadows - 256
Contact Shadows - Medium
Windshield Effects - High
Ambient Occulsion - Medium
Reflections - Medium
Light Shafts - Medium
Bloom - OFF
Glass Cockpit Refresh Rate - LOW
I made the above changes and also...
Offset MipMap bias -0.7
Force Mipmap Generation on all layers ON
Use FOV Stencil OFF
ASW Force 45fps ASW Enabled
Encode Resolution Width 2784
Supersampling 1.2 - 1.3
And things look SOOOOO much better
Building pop-ups have disappeared, the flicker and graininess is gone!
The cockpit scaling looks great now and you really feal like you are in a cramped Cessna or huge 787.
How is the performance with the changes that you made?
Much better than I had thought they would be. I do see a slight update lag when moving my head side to side, but when not performing big view shifts the screen update rate is very good.
The biggest problem I see is with data streaming.
I get pauses as larger amounts of data are pulled down from the server, but usually these are when large texture fetches take place. I've seen the hourglass appear in VR going into cities.
Pre-fetching the area or revisiting an already traveled area from the rolling cache solves that.
I tried flying into Miami at night using the Miami night time mod, and the results are awesome, though at times it was if someone below started to flip on the highway lights in series.... though that looked pretty realistic.
The lights did not all come on at once, it was as if the "turn on" signal was travelling down the highway a half second or more between lights.
There are a couple of things that may help the loading a bit;
1. you can increase your memory from 16gb to 32gb so that you don't have to many loads from the system page file. If you do this, make sure that the speed of the memory is as fast or faster than what you have currently.
2. You can increase the casche in data settings if you have some hard drive space that you can afford.
3) mainly off of 2, you can identify custom areas that you tend to fly over a lot and add it to the manual casche.
I don't know if 2-3 will work for your situation as it may just be a slower internet? but using the casche feature will pre-load photogramtry buildings and trees into memory.
Good luck!
- Jeff
Yup I already have 32GB of RAM and a 32GB rolling cache.
Item "3" produces the biggest benefit.... though it at high settings it eats hard drive space fast!
That makes me wonder though.
If you've cached an area on low or medium, and have data streaming turned on, then fly low, does streaming photogrametry override your cached data to give you better building details?
BTW: Your 100% render scaling suggestion is on point.
You can even flip to say 80 while in cockpit view, and the difference is dramatic in terms of gauge fuzziness.
Yes I am. I worked for IPACS until around three weeks ago.