r/hoggit • • 1d ago

AirReaper Tactical VR Suite (DCS MT / Falcon BMS) — Technical Preview & Dev Briefing

Hey everyone,

I wanted to share a sneak peek at an independent software tool I’ve been developing for the combat flight sim community called AirReaper Tactical VR Suite.

First things first: this is not available for general download yet. We are currently in closed testing across dedicated simulation test rigs to validate stability before opening public flight waves.

However, I’ve just published the technical architecture briefing and benchmark comparison graphs on our website, and I would love to get community feedback from pilots running VR:

👉 Technical Briefing & Benchmarks: https://kilobitsoftware.co.uk/flight-simulation.html

What problem is this tackling?

For anyone running VR in DCS World (especially high-res DisplayPort headsets like the Pimax Crystal, Reverb G2, Bigscreen Beyond, or Aero), carrier flight decks and busy multiplayer superstructures can cause frametime jitter and 1% lows.

AirReaper is engineered to eliminate micro-stutters through automated hardware optimization:

• AMD 3D V-Cache CCD Affinity Locking: Pinning critical flight rendering threads to cache-rich cores.

• Intel Hybrid P/E Core Offloading: Keeping low-priority background OS tasks off your primary performance cores.

• MMCSS Real-Time Priority: Elevating simulator frame delivery to deterministic Windows audio/game clock priority.

• Native OpenXR & QuadViews Integration: Clean foveated rendering tuning without manual config edits or risking server IC checks.

If you’d like to see the benchmark frametime curves or pre-register your callsign for the upcoming closed beta test wave, the briefing page is live above.

I’d love to hear your thoughts: What headset/GPU combo are you currently flying with, and where do you experience your worst frametime drops in DCS?

Check six and fly safe,

Lieutenant Brendan "Airreaper" O'Brien

Lead Developer

Kilobit Software

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u/Frenchy702 1d ago

9800x3d and 5090 with a dream air here.

I don't use the pimax quad views, I use a separate layer tuned by tallymouse's app.

What does this app do specially in terms of quad views?

Thanks 😊

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u/skelly890 ball of flame landings 'r' us 11h ago edited 11h ago

>I use a separate layer tuned by tallymouse's app

Same here, but with a 286k and Ultrawide. Main performance issues are caused by the aircraft module. Look out the side of the Phantom and it's a stutter fest, though both Mirages run smoothly at 90FPS. This is annoying, because the Phantom is my favourite. I've spent hours tweaking but I think it needs next gen hardware which doesn't even exist. The only thing that does make a worthwhile difference is turning down the trees. I have no idea why.

Edit: 'Optional Tree Ground Shadow Culling: One-click CPU power-saver that bypasses projected foliage shadows, saving thousands of draw calls'

That might help.

Anyway. Slick site. But...

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u/Sickinmytechchunk 1d ago

Currently using a 9800X3D+5080 and a Quest Pro and using VextorXR to manage my OpenXR layers, turbo and pivot and it's own built in Quad Views. Aside from the endless fine turning the current issue I find myself in is the myriad of different DLSS and frame generation tools, versions and forks and how these all either work together or conflict and where that conflict is as it's not always obvious. I can have SSW set to off in Virtual Desktop but when I go into the settings within the headset it shows that's it's on.

The other issue is measuring impact of specific DCS setting on performance.

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u/Secret_Cartoonist_54 1d ago

With a 9800X3D and an RTX 5080, you have an absolute monster of a rig, but running a wireless headset like the Quest Pro alongside overlapping tools like VextorXR and multiple DLSS/frame generation forks introduces a massive secondary bottleneck that your hardware shouldn't have to fight through.
​If you want to escape the endless fine-tuning and layer conflicts, I’d strongly recommend looking at a native DisplayPort headset depending on the kind of experience you're after. Surprisingly, the Pico Neo 3 Link (which runs native uncompressed DisplayPort) has become really popular in the sim community on eBay lately because you can pick them up dirt cheap—often around £80 to £100 boxed. Even though it's a budget pickup, pairing a true DisplayPort connection with a 9800X3D and 5080 is a massive practical upgrade for DCS stability and frame pacing.
​The friction points you are dealing with right now come down to pipeline contention:
​The SSW Desync & Layer Conflicts: Stacking VextorXR, turbo/pivot modes, built-in Quad Views, and different DLSS or frame-gen forks on top of Virtual Desktop causes those hooks to fight over frame delivery and depth buffers. That exact bug where SSW is set to off in Virtual Desktop but shows as on inside the headset happens because the streaming layer and OpenXR runtime desync the moment the encoder queue or CPU main thread spikes.
​The Wireless Encoder Tax: Even on an RTX 5080, pushing high-res VR over Wi-Fi means your system is constantly burning GPU/CPU cycles and memory bandwidth just to compress, transmit, and decode a video stream on top of rendering DCS. A Pico 3 Link over DisplayPort bypasses the encoder and Virtual Desktop completely, letting your 5080 push raw, uncompressed frames straight down the copper cable.
​Measuring Settings Accurately: It is nearly impossible to measure the real impact of specific DCS settings when a wireless encoder and multiple OpenXR hooks are dynamically shifting the bottleneck behind the scenes.
​When AirReaper vr software is released, it is going to massively improve your performance by taking over that low-level scheduling automatically. Because it locks your critical DCS threads directly to your 9800X3D's V-Cache CCD, enforces deterministic MMCSS real-time priority, and handles clean QuadViews integration without conflicting DLL forks, it eliminates the micro-stutters at the source. Pair AirReaper with a clean DisplayPort pipeline like the Pico 3 Link, and you get a rock-solid, plug-and-play setup where changing a DCS setting actually shows you the true hardware result immediately.

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u/Sickinmytechchunk 1d ago

Yeah, I realise the compromise but it's about getting it as fluid as possible with what I have right now. With just quad views and native DLSS in DCS it does work well. I mean 72 FPS over Berlin with details cranked up in multiplayer is awesome.

A new headset is something I'll be getting but not a complete visual downgrade to somethingike a Pico 3. I did have a PSVR2 but the Fresnel lenses and mura were terrible. Anything with LCDs is out too because flying at night is just unpleasant with a screen that cant do contrast. I was considering a Dream Air SE but quality issues put me off so it's probably a Dream Air down the line.

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u/Secret_Cartoonist_54 20h ago

72 FPS on a 9800X3D + 5080 running Quest Pro over Virtual Desktop is solid, but it’s important to look at the underlying math of what the pipeline is actually rendering there:

It’s great that DLSS + QuadViews gets you to 72 FPS on your Wi-Fi stack, but our engineering focus is on eliminating the frametime jitter and draw-call stalls on uncompressed, high-PPD DisplayPort rigs where the DCS engine actually hits a wall.

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u/Sickinmytechchunk 18h ago

For sure. I'm running VD over the new USB option that helps a little but a display port headset is my next purchase.