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After getting VR , new respect for the team, its AWESOME!


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Posted

I get it about the optimizations, but is there any word on the propeller artifact glitch? maybe make the propeller invisible at high speeds?  :salute:

Press ctrl+numpad 0 and it goes away

Posted

Press ctrl+numpad 0 and it goes away

 

What does that do ?

Posted (edited)

What does that do ?

 

Asynchronous Space Warp causes the propeller bug. Yes it would be great to optionally remove the propeller, hopefully dev will read this.

 

A workaround is to switch off ASW which is a pity. With ASW off when FPS goes under 90 fps fast moving objects are not as smooth. But it is OK.

 

Ctrl-1 -> ASW Off

Ctrl-2 -> ASW Off + locked at 45 Hz

Ctrl-3 -> ASW On + locked at 45 Hz 

Ctrl-4 -> ASW On

 

You can try 1 and 2. With 2 you get constant fps and it has been reported to be better than 1. I think (not confirmed) that it is also better if you use dynamic resolution: the dynamic resolution will only start when you go under 45 fps, whereas in normal mode it starts under 90 fps (which is annoying).

 

It should be clear that the result is pretty good because Asynchronous Time Warp is still on (and can't be deactivated). It is not actual 45 FPS. 3D (and therefore other place movements) is 45 fps but rotational head movements are still 90fps.

Edited by haltux
Posted

Asynchronous Space Warp causes the propeller bug. Yes it would be great to optionally remove the propeller, hopefully dev will read this.

 

A workaround is to switch off ASW which is a pity. With ASW off when FPS goes under 90 fps fast moving objects are not as smooth. But it is OK.

 

Ctrl-1 -> ASW Off

Ctrl-2 -> ASW Off + locked at 45 Hz

Ctrl-3 -> ASW On + locked at 45 Hz 

Ctrl-4 -> ASW On

 

You can try 1 and 2. With 2 you get constant fps and it has been reported to be better than 1. I think (not confirmed) that it is also better if you use dynamic resolution: the dynamic resolution will only start when you go under 45 fps, whereas in normal mode it starts under 90 fps (which is annoying).

 

It should be clear that the result is pretty good because Asynchronous Time Warp is still on (and can't be deactivated). It is not actual 45 FPS. 3D (and therefore other place movements) is 45 fps but rotational head movements are still 90fps.

I read this before, where did you find this information?

SCG_Fenris_Wolf
Posted

Trial and error of 6 months VR usage, sharing of information, out own test reports. You're welcome to join the VR sub-community on these fora.

Posted

Trial and error of 6 months VR usage, sharing of information, out own test reports. You're welcome to join the VR sub-community on these fora.

 

By the way thanks for your advices on the forum. I made my own experiments with my own setup but it is always better to build on top of what others have already found out.

 

In my case it is just one week VR usage. :-) I am just doing my first steps into this new world. And pretty impressed by IL2 implementation, especially considering that the last time I played IL2, devs announced that IR was cancelled... Glad that they changed their mind.

Posted

By the way thanks for your advices on the forum. I made my own experiments with my own setup but it is always better to build on top of what others have already found out.

 

In my case it is just one week VR usage. :-) I am just doing my first steps into this new world. And pretty impressed by IL2 implementation, especially considering that the last time I played IL2, devs announced that IR was cancelled... Glad that they changed their mind.

 

To be fair it wasn't their fault. Oculus moved the goal post from DX9 to DX11 I think. I've spent many happy hours in IL2 since the VR update though, perhaps too many, it's starting to show round my waistline ;)

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