

The overal speed i believe is actually faster for my machine, but I’ve spent far too much time in testing scenerios to really tell anymore, its just a feeling. The clouds issue, well, its well explained, nothing more to say there. There are quite a few items that can represent differently in each eye on the terrain. I think the frustrum culling has finally been baked into DCS VR but every time I ask its not well known. !Some folks are faster to the forums with this observation than they need to be !* Try to run a range of missions first and be patient*. (This one is always a big one after every major update ->) Gentle reminder to those people who are time limited - e very new object you see after this update will recompile its shader in realtime, which really makes the sim jittery at first. For Forrest details factor I didnt notice any changes and not sure what it does. This has been renamed from tree visibility and put next to Forest Detail Factor, no changes to what it does, makes the trees thin out.

If you arent flying low, use it.įorrest detail. However this visibly gave an FPS boost in the 5-7 FPS range when I tried. It made the object feel like it was from the 90’s. I recall testing Chain home radar antennaes on Channel Map with this because you can change it in cockpit in realtime.

This new slider principally affected objects on the terrain so that they appeared to be like a distant model. Runway lights cull at different distances to city lights A city like Damascus can beign to cull lights half way through, leading to unpleasant views, if the view distance is too small. With the night time lighting conencted to view distance, you need to check if you are flying about near big lit cities. Likely with the clouds you might not even see the horizon. If the latter is not a factor for you, reduce your view distance for better frames and less jerkiness when looking in the direction of distant terrain. OTOH i think there could be weirdness looking at a distant horizon and having multi layered clouds very close by. And the object culling distance seems to be relaxed from a few patches back. On one hand you dont see the horizon with all those new clouds. Didnt notice any benefit or even if this works yet. I recommend everyone try going back to PD1.0 and if they have SSS to zero that also and repeat their normal tuning, the performance is much better than it was so you should reevaluate it on your systems. We found PD was much better behaved than before and low PD also exacerbated some aliasing on clouds even worse than before. I just wanted to brain dump some of the things we found that weren’t mentioned so far from a perspective of someone that’s used clouds for several weeks now.
