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About Izel

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    Querétaro, México
  • Interests
    Programming, Flight Simulation, FIFA, Drumming, Guitar Playing

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  1. According to this post, the 60Hz fix is already done and published on the latest Windows Insider Build. If this is in fact true, we may expect the fix to be available in the near future. (crossing fingers)
  2. Hi @SGC_motoadve, I just read that the latest Nvidia drivers allow you to specify a desired frame rate. Maybe capping the frame rate at the driver layer allows for smooth gameplay without distortion?
  3. Lol! Sorry to spoil your analogy; being a short-sighted guy and frequent lucid.dreamer, I can vouch that shortsightedness is not carried to the dream world - In my dreams my sight is crystal clear. =D
  4. Hi Mike! Most probably this is not your case, but it might be worth trying. I'm a developer and I've been noticing some weird behavior lately with Windows Firewall. Basically, input rules are disabled after I recompile a networked program. This is normal. The executable changed and it is sensible to distrust it. What seems to have changed is that Windows used to detect this inconsistency and asked again if I want to grant network access to the executable. Now it simply fails silently (refusing a connection) and I'm forced to manually delete the associated rules (in advanced firewall configuration) to coax the system into asking permissions again and restore connectivity. Good luck! Sergio
  5. LOL, same here, to me the voice sounds very cartoonish - sounds like Fred Flintstone yelling! (My recollection comes from Latinamerican Spanish dubs). Prove me wrong! XD
  6. Thanks! Like @Alonzo suggested, if you visit the VR threads you will find some really well conducted benchmarks over there, quite interesting finds! Yes, the evidence suggests that this may be the case and hopefully we will see some improvements in the future. Multi-threaded programming is complex. You need to be very careful when multiple cores attempt to use global (shared) state, there are many dependency chains where you need to have the result of one computation before you can start another (not everything can be paralellized), plus, there are other limiting factors (like limited, shared bus bandwidth between available cores). Another difficulty is creating software that can adapt to a diverse hardware ecosystem - some users may have only 4 cores available, while others may have 64 or more! Well, in a sense, yes, you may see minimal usage in the CPU department -if you consider the full processing power available in multiple cores,-however, what you get is often a single core hitting 100% capacity at peak times (this is relative as single-thread processing often jumps between cores if you don't fix the thread affinity). This is why fast CPU clock speed is vital: you want to avoid hitting very often that 100%, no matter if you have 31 other idle cores at 0%. If running @ 4.9 GHz produces CPU bottlenecks, imagine someone running @2Ghz! EDIT: this bottleneck I'm referring to, describes my particular scenario (180 fps, 90 fps per eye in VR). It is quite possible that for someone striving for 60 fps (the frame-rate limit on most standard monitors), a 2GHz CPU proves to be more than adequate - as @Alonzo correctly stated, it DEPENDS). So, I think it is fair to say that in its current state, a fast CPU is as important to the simulation as it is a fast GPU. Cheers!
  7. Hi @Geronimo553, The issue is that the number you are watching is the load average of all processing cores inside your CPU. If you switch to a per-core detailed view, you will see that a single core is receiving most of the load, while other cores are completely idle. The evidence suggests that the simulation is running most of its computations on a single-thread (in other words, mostly exploiting a single core) Multiple cores can only be leveraged by a single program *if* the program is written to do so explicitly. If you go to SteamVR ->Developer ->Adanced Frame Timing, you can get a very detailed graphic that will show CPU vs GPU consumption. The graph shows on a yellow area, the "spare processing power" that was available between frames. If either graph exceeds the yellow area, this means that you are losing frames, because the computations excceded the maximum alloted time (11 ms to be precise for a 90 fps frame rate) to draw a single frame. In my case (I have an 8 core CPU @4.9GHz) during complex missions (especially single-player), I can see that sometimes the GPU is not coping, but most of the time, it is the CPU that is falling behind. Hence, the common (and in my opinion, correct) advice is, strive for a CPU that has good single-thread performance and overclocks well, (The i7-7700K CPU is very good in this respect) AND a powerful GPU. Cheers!
  8. Hi! I use joy2key and map the Left-Ctrl, Left-Shift and Left-Alt keys to three buttons in my throttle, then I use those buttons as modifiers to buttons in my joystick (or for the reminder buttons in my throttle). That way, I can map up to seven different functions to a single button in my stick. It could be more combinations, but unfortunately, a three-button modifier doesn't seem to work with joy2Key. So here are the possible combinations for every single button. Normal Button Press Alt + Button Ctrl + Button Shift + Button Alt + Ctrl + Button Alt + Shift + Button Ctrl + Shift + Button This allows lot of flexibilty, for example, I have a rocking switch (up-down) in my throttle, The normal button click controls flaps The Alt + Button combination controls the water radiators. The Ctrl + Button combination controls the oil radiators. The Shift + Button combination controls the mixture With this approach I have no need to use the keyboard, other than for chatting. Good hunting!
  9. On the contrary Terry, thanks for accepting such a newbie. Looking forward for some nice teamwork ahead!
  10. As far as I understood, unfortunately there is not going to be a campaign mode for Vol. 1 Hope Vol. 1 sells pretty well so there's incentive for a possible volume 2 (with hopefully a campaign mode considered). Cheers, Sergio
  11. Hope the settings help! Truth is, the amount of data transmitted by the simulation must be very low compared to a video transmission so maybe the settings won't help, but it is worth trying, don't you think? Also, I noted on Hellbender's image that he is setting the update frequency of the Force Feedback parameters to 5.0 You can lower it up to 0.5 and still get decent force feedback with reduced jerkiness when moving your head around. (the lower the value, the less jerky the movement, yet it is not completely eliminated). Good Luck!
  12. Hi! For those experiencing micro-stutters during multi-player sessions, maybe tuning the Network adapter settings could help a bit. My line of work requires developing software that consumes a LARGE number of video streams simultaneously. These streams are broadcast using the UDP protocol (as most networked games do, and I would expect BoX not to be an exception). This basically means that there is no retransmission protocol in case a data packet is not correctly received (this would increase latency to unacceptable levels in these scenarios). Tuning the Network adapter in our use-case is vital if we want to reduce dropped Network packets when the server is under moderate to heavy load. In our case, the dropped packets reach the Network card, where they are buffered and a notification is sent to the application that is expecting the data, however, sometimes the application fails to retrieve the data on time. Since the memory where these packets are stored is limited, it is reused, and very frequently - by the time the application reacts to the notification, the expected data has been overwritten with fresh data, creating a gap in the data stream. This most probably manifests in the simulation as a stutter. Not all Network cards expose the same configuration parameters, but many do. I will show you the parameters available in mine, hoping you find the same (or similar) parameter in your Network card. Feel free to post your available parameters in case you don't find exactly the same ones I will detail. Before editing any of the parameters, please take note of the current value, in case you need to rollback changes if something is not working 1) Open Device Manager and expand the Network adapters section. 2) Locate the network card that is connected to your Internet Modem/Router 3) Right click on the Network card and select properties, this will open a Property dialog window. Click on the Advanced tab Parameters to adjust: 1) Interrupt Moderation . If this value is found make sure it is DISABLED. This setting is perhaps the most important one to adjust. If the value is enabled, the network card will wait for several packets to be received before notifying the application (via an interrupt) that fresh data is available. This batching reduces CPU consumption, but greatly increases latency, increasing the chance that some of those packets are overwritten before the application responds and fetches the data. 2) Max IRQ per second. If this value is found, try doubling or quadrupling the value. Basically it throttles how many interrupt requests the Network card can generate in a second. Adjusting value 1) will increase this interrupt rate and you don't want the notifications to be possibly capped by this value. In my adapter card, this value is a free-text value. If I input an unsupported value, I don't receive an error notification, but the network card becomes disabled (appears with a yelllow ! sign on the Device Manager view). Make sure you don't input a value that disables your adapter card. 3) Maximum Number of RSS Queues. If found, select the maximum value available in the drop-down list. 4) Receive Buffers. Again, this is a free-text value for my Network card. Try to double or quadruple the current value, making sure the new value does not cause the Network card in Device manager to become disabled (similar to #2) Reboot your system before trying the effect of these values. I sincerely hope they help. Cheers! Sergio
  13. Far more dramatic with the "come on Kohaygen..."😜 😂👍
  14. Hello community, Lately, I've been having a lot of trouble doing effective ground turns while taxiing to the right (Bf-109 F2). I end up applying full right rudder, with full right differential break, ~25% throttle and I can barely make the plane move straight; sometimes the right break pressure is too strong that I stop the plane from moving and need to increase throttle, which again, causes me to move straight; releasing just a little bit or right break makes me spin hard to the left . It is much easier for me to apply a "Zoolander" and turn 270º to the left in order to turn right! I am sure the tail-wheel is unlocked, trim is +1, and sometimes it is very easy to turn! Can someone enlighten me on what could I be doing wrong? Cheers!
  15. A few days ago Jason posted something about a data stream being available for motion simulator support. Most probably the required acceleration information to drive the fan speed is there! This, coupled with a force-feedback joystick would be a bliss! =D EDIT: yes, the data is there. I am talking to a friend with electronics experience and maybe we can create something simple to drive a fan dynamically according to plane speed!
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