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About mpdugas

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  1. Perhaps running a VR benchmark, like the various UL VR Mark suites, and monitoring both CPU and GPU performance during the run will give a better indication of which components are most critical to good VR performance, rather than speculate. I'd suggest base-lining the hardware VR performance (with standard frequency timing settings) and then overclock the CPU and GPU separately while re-running the benchmarks. The resulting scores can then be compared: 1) baseline hardware at stock settings, then 2) O/C GPU + standard CPU, then 3) standard GPU + O/C CPU. Comparing these scores should give you a pretty good idea of whether the GPU or the CPU has the greater effect on over-all VR performance.
  2. https://www.americanrifleman.org/articles/2017/2/23/the-50-cal-browning-machine-gun-the-gun-that-won-the-war/
  3. There are some things, special things, that come in deceptively simple, disarmingly quaint packages. It is not what you think it is. Not by a long shot. I have all three simulators (DCSW, IL-2 and VTOL VR) (and a few others, to boot), so I can comment on it from personal experience. Merry Christmas and Happy New Year to all! Peace out.
  4. Reacting to your comments, my guess is that you have not actually used the VTOL VR simulation; perhaps you've just watched videos, or the like. I'd encourage you to give it a real trial; it's not terrible expensive, and it's chock-full of capability. It's every bit as complex as any FC3 aircraft module. With all due respect, VTOL VR is not an arcade game, it is a sophisticated, complex simulation and more accurately represents what it probably is like to sit in a real modern combat aircraft cockpit behind many glass displays, trying to conduct aerial warfare in the way modern pilots currently have to interact with their aircraft. Whether it models systems correctly or not applies to ALL simulations. If done the way VTOL VR implements the experience, we'd be touching and manipulating the simulated cockpit VR joystick and throttle, as modeled in the aircraft 3D cockpits. We'd be spinning the trim wheels, turning the radio knobs and pulling the trim levers, all in the VR cockpit itself. That's why it is most applicable, given the limited state of track-able VR controllers, to the non-modern-jet world, with aircraft that have simple sticks and throttles. We'd have no need of anything outside of the HMD. No joystick. No throttle. That is what sets it apart and above all others. I sincerely believe that any simulator can be constructed to support the VTOL VR methodology, particularly those which model the WW1 and WW2 birds, since they have fewer on-stick controls. That's what can be done next. Then "touchable" cockpits will actually be touchable, as opposed to "mouse-able". The VTOL VR methodology probably won't add an iota of burden to the simulation performance, since it just changes the control scheme.
  5. VR, yes. Then I tried VTOL VR. Never the same thereafter; it spoiled all other flight sims for me.
  6. Be mindful of resources; the Intel 9900 series is quite limited. Lots of links above about heeding this precautionary note...no free lunch, even with Intel single-core performance.
  7. Nice article by Hardware Unboxed telling why finding over-clocking silicon in the 9900K series is going to be pretty poor pickin's; likely applies across Big Blue's ever-shrinking performance margins.
  8. Check this out: https://pcpartpicker.com/list/MQq8Qq This system is for the case and components only. Be sure to read the comments I've made, above, for cautionary notes.
  9. I actually have posted quite a few times, above, about your original question; do you require more?
  10. Windows does some silly stuff with speaker assignments, as does GeForce. Every GeForce video driver tries to reset my speakers, and Steam VR has some head-phone re-assignment utilities built-in. Just be sure, in your taskbar, that the right speakers are connected when you start Steam VR.
  11. Thanks for pointing-out this neat little utility!
  12. You can use Steam to test the PC, if it's already built, by running their Steam VR Performance test. That will give you a fair notion of where it stands. Also, VR Mark is available to test VR performance, as well. Better to use standardized benchmarks than seat-of-the-pants guesses.
  13. I appreciate your answer; my guess? It is nothing we can directly influence, but we can be mindful of how adding peripherals affect the available pci-e count. Thanks for the civil conversation; it's been very informative.
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