Hi guys, I was just wondering if future enhancements of the graphics engine would include AMD’s FidelityFX Super Resolution (FSR) support. It would be a good way to extend the life of everyone’s GPUs and possibly allow for higher detail settings without tanking framerates. Just wondering.
Best posts made by mikelimtw
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AMD FSR (FidelityFX Super Resolution) Support
Latest posts made by mikelimtw
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RE: Pico 4 experience and settings
You’re not getting an optimal wireless experience with a Wi-Fi 5 connection especially using TP-Link equipment. Asus Wi-Fi 6 routers are generally recommended. You can get a cheap Asus 1300 Wi-Fi 6 router specifically for your Pico 4 to connect with. Make sure your PC is connected by a LAN cable to the router you’re connecting to the Pico and you’re off to the races.
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RE: FoxVox Free voice control software for BMS
Welcome aboard Foxster … always great to have more hobbyist-developers in the community!
FoxVox looks really nice. What’s it built with?
Pros / Cons vs VoiceAttack, apart from license cost?
GitHub is probably the default medium for releasing software these days. There’s a mini-ecosystem of BMS tools there, probably Alternative Launcher is the most popular.
But for things that can’t / don’t want to be open-source, just throwing a zip file onto Google Drive or Dropbox … or an AWS Cloudfront / S3 bucket, is also somewhat common.
There is another piece of software that works well also. It is free and can be used to set up functions like in VoiceAttack. https://www.voicemacro.net/
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RE: AMD FSR (FidelityFX Super Resolution) Support
If a BMS dev would pick up engine upscaling (which I doubt for midterm future) I would assume he/she goes with Nvidia DLSS. AMD missed the opportunity to get FSR established as open standard. So now game devs would have to deal with 2 techniques.
As Nvidia 20 and 30 series (DLSS support) are just outnumbering AMD cards supporting FSR, DLSS is currently more supported. But even there if you look on the number of games supporting DLSS 2.0 it’s just a handfull games all from major labels which just have the resources to implement itGesendet von meinem SM-G930F mit Tapatalk
Not correct. NVIDIA’s DLSS is a proprietary black-box solution. FSR will support multiple generations of not only AMD GPUs, but also NVIDIA and even Intel GPUs. FSR will be supported by current gen consoles (Xbox Series X / PS5) because they all use AMD’s RDNA graphics. AMD’s FSR will be the ONLY open standard which will be supported by all the development studios making games for both consoles and PCs. Having said that, there should be an SDK available at some point to allow devs to add FSR support into their graphics pipeline. If any standard should be supported it should be FSR since it is an open standard that will support all GPUs.
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AMD FSR (FidelityFX Super Resolution) Support
Hi guys, I was just wondering if future enhancements of the graphics engine would include AMD’s FidelityFX Super Resolution (FSR) support. It would be a good way to extend the life of everyone’s GPUs and possibly allow for higher detail settings without tanking framerates. Just wondering.
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AMD FSR (FidelityFX Super Resolution) Support
Seeing as how AMD’s FSR is going to be an open standard, do you guys see a possibility for implementing this into future graphics updates for BMS? It would improve performance across the board for most people still on older generation GPUs. Just thought I’d ask.
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4.35 U1 Updater cannot see NAS drive
I have both my main 4.35 setup executable and the 4.35 U1 updater stored on a networked NAS drive. When I started up the updater it could only find physical drives attached to my PC but none of the networked shares on the NAS.
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RE: EDtracker vs Delanclip ?
Can you please elaborate a bit more? Seems interesting…
FaceTrackNoIR can be found here: http://www.facetracknoir.nl/
This tracker program has built-in support for many of the most popular types of head tracking solutions. The main tracking solution that it uniquely offers is face tracking via a standard webcam. This capability is the main reason this head tracking software exists. While not flawless, the face tracking does a pretty reasonable job of 6 DOF head tracking by identifying the positions of your eyes, nose, and mouth relative to each other via webcam. The most problematic tracking is for left/right head twist movements equating to yaw and less so with up/down movements equating to pitch. Obviously, at some point in the yaw and pitch axis near the extremes of the x and y movement the webcam will lose tracking on some of your facial features. But the zoom on the z-axis and translation movements in the x, y axes are not affected as foward/back movement and right/left up/down translation movments of the head keeps all the facial tracking features fully in view of the webcam. You can get around these limitations by modifying the sensitivity of the response curves on the x,y axes for yaw and pitch by limiting the range of head movement in order to keep your face in view of the webcam. This works reasonably well although it restricts somewhat the range of head movement in the x, y axes.
FaceTrackNoIR provides an alternative solution to this issue by including dual tracking inputs. So I normally set up EDTracker as the primary tracker by emulating x, y axis joystick inputs for yaw and pitch. I use the built-in face tracker as a secondary input for the z-axis and x,y translation movements. This solution works perfectly and allows you to cheaply get a near perfect approximation of a more expensive 6 DOF TrackIR solution in terms of range of movement and overall performance. I say near perfect because while TrackIR may be used in a darkened room, you will require a well lit room for the webcam tracking to work. But other than that it is a very good solution.
Alternatively you can use this pseudo 6 DOF solution provided by one of the EDTracker engineers:
. Essentially what this does is partially map the z-axis forward/back and x, y translation movments to the x, y yaw and pitch axes such that as you start to look down your virtual head gradually leans forward. Of course, this solution only works well with sims where you have simpler cockpit instrumentation and you only need to lean-in to the cockpit to get a closer view. However, this is really not usable in the case of BMS or DCS where you need full 6 DOF to focus in on specific areas of the cockpit instrumentation and interact with them. -
RE: EDtracker vs Delanclip ?
+1
You can get zoom by adding a piece of software called FaceTrack No IR. It is tracker software that track both a primary and secondary input source. You can use EDTracker as the primary source and then use the built in face tracking via webcam in this software to track the Z-axis. Problem solved!
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RE: EDTracker in use for BMS 4.33
I suspect the lack of 6 DOF is far less of a concern to cockpit builder - I’m actually only planning to use one axis of mine with my own pit, eventually…to provide up-look. Other than that I want a visual system that will make me move my head as close to naturally as I can achieve. MMV for desk pilots.
All this stuff is good…er…input…!
There is a software solution for 6DOF using EDTracker. I run FaceTrackNoIR as my tracker and it can use two tracking sources. I use EDTracker as my first source for pitch and yaw (roll), and I have assigned my Logitech Webcam (cheap Logitech C615) to track my face for X, Y, Z motion as a second source. This works well so I don’t even need to do that simulated 6DOF stuff.
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RE: EDTracker in use for BMS 4.33
I done many calibration, auto bias, always on a table that’s why I’m a little bit disapointed about the precision of the system. Hope to be able to find a solution soon… My patience begins to be short.
Did you try this?