4.37.3 VR performance improvements!?!
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First chance I’m getting to play with U3 and wanted to see the VR improvements. @Seifer I believe that was mostly your work and WOW! The benchmark TE went from low 50s to low 70s but sometimes pinging up to full refresh rate of 90 with my system in the signature!!! That’s to be expected right and I didn’t mess something up? Because that’s almost too good to be true! I get good frame rates when I get in the air anyway, but I know part of the improvement work was specifically geared towards airports and it shows!
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I did some unofficial beta testing and can confirm that my VR performance went from good to bloody brilliant.
I guess we enjoy it until NT hits…
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@Snake122 Sounds like great news! I didn’t see any VR improvements listed in the change log.
But I have noticed, for example, that the VR zoom option in Alt Launcher has disappeared, so something’s happened. I haven’t had a chance to test yet, though.A superficial glance tells me that most of the focus in U3 is either on the F15 and AI or on stuff not obviously apparent. There have been surprisingly few comments about U3 other than issues such as with Alt Launcher.
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Well some report loss of perf in VR so that’s why we did not emphasize too much on it…
The Bml introduction was going to change the game anyway but without enough data, we could not conclude if better or worse…
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@MaxWaldorf
I cannot say how it is for VR, but yesterday I’ve tried my standard run of TE #14 with both TGP and Mav sensor on MFDs. I get lowest FPS around the port/city north of stp #4. BMS 4.35 and BMS 4.37u2 runs there at about 120-130FPS, u3 hits 150-160 range no problem. All the settings maxxed. So, yep it’s way faster than u2.
System spec:
System:
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Self-build:
HW:
CPU: Ryzen 5 5600X; M/B: MSI B550-A PRO; RAM: 16GB DDR4 Patriot Viper 3733MHz CL17; GPU: Saphire Pulse RX5700XT BE; P/S SuperFlower LEADEX III 750W, Dell U2412M 24" 1920x1200 monitor.
Peripherials:
Hotas: TM Wathog base + Cougar stick, TM Cougar TQS+RS TUSBA2+Logitech rudders converted to LeoBodnar;
1415:2000 PS3 Eye + freetrack hat clip + Opentrack 2023.2 Linux native.
OS: Fedora 38
Kernel 6.5.7 x86_64 ; MESA 23.1.8, DXVK: 2.1/Wine 8.17/onnx runtime 1.16.1/opentrack: 2023.2.0 -
@MaxWaldorf What is “Bml”?
And by the way, since there don’t seem to be very many happy posts since U3 came out: THANK YOU!
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@danster It’s a new format of 3D models, from what was said, it allows even higher-res models, reduces drawc calls, which in turn , improves performance and should help with some issues in VR.
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@Xeno said in 4.37.3 VR performance improvements!?!:
@danster It’s a new format of 3D models, from what was said, it allows even higher-res models, reduces drawc calls, which in turn , improves performance and should help with some issues in VR.
It also supports PBR
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@Mav-jp
Yep, that’s absolutely right, just not in 4.37u3 From what I (little) know that’d be 4.38 material.
Anyways, I cannot say how it is in VR, but I’m going to do perf comparison between 4.35, 4.37u2 and u3 and maybe I’ll throw 4.36 to the mix, 'tho I’m not sure I have it downloaded. -
@Snake122 I wonder why the “Zoom VR” key stroke has disappeared from Alt Launcher in U3. I found it quite useful to read the MFDs? I use a Quest 2 which is ok , but could be clearer.
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Posts from the U3 Delayed threads:
@Seifer said in News from the frontline, 4.37.3 delayed (and explained):
- ShadowMapping optimization for VR: 1/3 done. 2 and 3 are more complex, but I believe I’ll be able to make it. Draw calls went from 9k to 7k with only the first change. If I am able to do all 3, we will go down to 5-6k in airbases, which is pretty good. Fingers crossed.
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ShadowMapping optimization for VR: 2/3 done. I’m not going to do 3 for this release, too complex and not so much benefit. 1 and 2 are good enough though, I believe shadow mapping will be enabled with VR (20-30% reduction in draw calls on airbases
As for the VR zoom, will try that as soon as I get back to my PC.Soft flex as the kids say these days, while I have mapped, I don’t need it as much with the Crystal…
- ShadowMapping optimization for VR: 1/3 done. 2 and 3 are more complex, but I believe I’ll be able to make it. Draw calls went from 9k to 7k with only the first change. If I am able to do all 3, we will go down to 5-6k in airbases, which is pretty good. Fingers crossed.
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@danster said in 4.37.3 VR performance improvements!?!:
wonder why the “Zoom VR” key stroke has disappeared from Alt Launcher in U3. I found it quite useful to read the MFDs? I use a Quest 2 which is ok , but could be clearer.
What was that callback named? I don’t think there were any changes or deletions for U3… just a ton of new F-15 stuff ofc.
This button still exists in AL… does it not work, or was there a different one for VR? If I broke something, it wasn’t intentional – let me know. I don’t have a VR system to test, at the moment.
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@airtex2019 @danster VR Zoom still there for me, was still mapped and worked for F-16 and in the F-15 callbacks.
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Main optimizations in u3 are:
2 of 3 shadow maps done only once per frame
Lower clouds level of detail for environment mapping
Trees and bushes done only once per frame
Cached render states improvement in render threadAll these are more important for VR ane some are not relevant for non VR.
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Of course, there is also BML integration which helps reducing the number of draw calls.
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@airtex2019 Pretty sure there was a different one for VR zoom in U2. Maybe the Track IR zoom works for VR.
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@danster interesting, I will check with Chihiro …
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The BML model supports PBR , it’s embedded in it That s one of the main interest of it with the increased performance
we don’t have a PBR model in 4.37 but only LODs converted to BML that don’t have the PBR info in them
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@airtex2019 I would appreciate that thanks!
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@airtex2019 I see the VR zoom function is somehow back in AL ( for me or I’m going crazy). Anyway thank you Airtex and Chihiro.