Unsolved Anomalous performance on VR
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@Seifer that field has been set to 0 already, and I’ve also done the same for environment mapping and water environment mapping, but have yet to turn off shadows. Any idea where else I can improve it?
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@gankailer you mean it is set to 1, right?
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@gankailer said in Anomalous performance on VR:
@Seifer that field has been set to 0 already, and I’ve also done the same for environment mapping and water environment mapping, but have yet to turn off shadows. Any idea where else I can improve it?
Turn off shadows and pretend it’s an overcast day.
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Turning off shadows is mandatory and i have close to the same Specs (5600x,3080) and im only using a Rift S (so rendering at a lot lower resolution)
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@Seifer yes, I meant that I set it to 1. Oops!
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@1508AD Thanks so much for confirming this. The shadows have a big impact on my frame rate as well, especially inside the cockpit. I’ve been wondering whether there was something wrong with my setup, but now I’m pretty sure I should just be flying instead of endlessly tweaking. Hopefully performance will slowly improve over the next updates. We can be patient!
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@airtex2019 said in Anomalous performance on VR:
@gankailer I don’t know the entire answer, but I believe some assumptions are wrong…
The “REN” timing is not a measurement of your GPU load … it’s still CPU. It’s the background thread that serializes all the Draw() calls and issues the Present() call to handoff the frame to the GPU.
(My mental model: think of it as a three-stage assembly line … the “SIM” SimLoop thread does all the physics and input/network/AI handling etc for frame N, while the “REN” thread does the drawing for the previous frame N-1. Meanwhile the GPU is busy filling all the polygons for frame N-2.)
Measuring GPU load is a little tricky… even Windows taskmgr gets it hugely wrong, as observed in a recent thread.
Best measuring tool I know is NVidia FrameView… record and monitor the MsRenderPresentLatency field (clock time required to complete each frame, after handoff from Present() call). Or just monitor the GpuUtil field for a quick glance at whether you’re near 100 or not.
When experimenting with settings, I’ve also started digging into the fps/sim/ren framerates. You’re saying it’s all CPU - bound? Interesting that the render thread optimization doesn’t work for most folks. I which setup gets better performance with the optimization turned on…
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@spotdott it was a few mo ago … I think my point was, the “% utilization” metric for GPU is highly dependent on the frequency it’s running … it’s really only meaningful if your GPU is running steady at its max frequency
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No idea how you get these numbers…
HP Reverb G2 (Full resolution i.e 150% as default settings)
CPU - 12700K
GPU - 3090
Everything on (Shadows, ENV map and everything as usual)
AFx16 from Nvidia driver
Multi-Sampling set to 2 in BMS (Nvidia forced to “Application controlled”)In 4.37 I get smooth 90 FPS in an empty TE (Never tested anything else with 4.37)
Assuming 3080 is ~15-20% less than 3090 I’d expect you’ll have at least 75 FPS.
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@I-Hawk Would you mind running the benchmark TE and let us know your frame rates (ren and sim, if possible)? Just sitting on the tarmac looking forward
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@I-Hawk if high AA settings are used, a 3080 at VR resolutions can quickly run out of VRAM even with BMS. DCS used to be and may still be very bad at this.