-
Posts
1740 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by edmuss
-
I started my VR journey with the oculus DK2, it was mind blowing in elite dangerous and I clocked up hundreds of hours in it, no where near enough clarity for DCs though, stuck with monitor and opentrack at the time. Upgraded the DK2 to a lenovo explorer, clarity was better for DCS but performance wasn't great (GTX780), upgraded to a GTX1070 and it allowed DCS to be playable. Now on G2/openxr/3070 and it still gives me the awesome immersion feeling, using leap motion adds to that with the action of reaching and flicking switches. Yes it could be better, you have to make compromises but I can't go back to pancake now for sims (flying/space/driving)
-
GPU Usage bouncing all over the place in VR
edmuss replied to Justin1Ntime's topic in Virtual Reality
CPU wise I would look at Intel 12th gen or wait for the Ryzen7xxx to be released. The 5800x3D is awesome but also on a mostly dead platform (AM4) so only really worthwhile if you're already invested in AM4. I went from a Ryzen 5 3600 to the 5800x3D and it gave me around 25-30% more performance on an already well optimised machine and saturated GPU. -
GPU Usage bouncing all over the place in VR
edmuss replied to Justin1Ntime's topic in Virtual Reality
Are you sure? 32gb doesn't last long in DCS and once windows starts getting towards RAM capacity it will start using page file. -
I fell foul of a massive fps dive the other night from high 70s down to 30s, checked task manager and ram usage was at 29ish gb, started up memcleaner and the framerate was restored within a couple of seconds. I would concur that yes it can help, I've not witnessed any negatives of having it running in the background whilst flying
-
GPU Usage bouncing all over the place in VR
edmuss replied to Justin1Ntime's topic in Virtual Reality
It could be lack of system ram, try running memcleaner in the background and see if it alleviates your issues -
GPU Usage bouncing all over the place in VR
edmuss replied to Justin1Ntime's topic in Virtual Reality
Well the new Ryzens are supposed to arrive next month I think but will need new ram as well as they're moving to DDR5. Depends on your budget really -
GPU Usage bouncing all over the place in VR
edmuss replied to Justin1Ntime's topic in Virtual Reality
I would suspect that it's your CPU that's holding everything back. If it's an i7 6600u then it's a 2c/4t part which isn't enough really for DCS. The 6600u was the only i7 6600 I found in my quick search and it's a laptop CPU. As you said you overclocked it I suspect you might have an i5 6600k If it's an i5 6600 then it's a 4c/4t part that will handle it better but it's not leaving much overhead unfortunately. DCS will happily use three threads. DCS VR is unfortunately very CPU intensive and it will essentially mean that your very expensive GPU is sitting idle waiting for information I'd look to grab a Ryzen5xxx and motherboard, keep the RAM and GPU and you'll see a world of difference -
The ability to read and follow instructions Check the openxr thread
-
Resolution override in the system tab. Openxr has a default recommended resolution based upon the amount of VRAM you have. The three frame buffers with MSAA x4 supplied should be no more than 10% of your available VRAM. This is what is set when you don't override it. The G2 has a natural resolution of 3160 wide in software at 100%, because my 3070 only has 8gb it drops this down to 2480 wide. You can see what is recommended for your GPU on the second tab of the openxr XR tools desktop app. Trying it out last night it vs FSR 150% (target resolution of 2160ish) it is actually as fast but looks better because there's less additional shimmering.
- 688 replies
-
- 1
-
-
- oxr
- openxr dev toolkit
-
(and 1 more)
Tagged with:
-
GPU Usage bouncing all over the place in VR
edmuss replied to Justin1Ntime's topic in Virtual Reality
Sounds like there is a bottleneck that is happening with a regular frequency; possibly something talking to the CPU in the background. What are the CPU and GPU frametimes doing when it happens? If you're using steamvr, grab a copy of fpsvr or if you're using open composite/openxr toolkit use the built in performance overlay. Any winwing hardware or antivirus without the DCS folder set as an exclusion? Could it also be the oculus link bottlenecking because you're running really high resolution? What's the rest of the system? -
That's really odd, the quality/wide preset is my normal go to and that nets me about 1ms reduction with almost no visible loss (due to the reverbs blurred periphary). Also currently testing the default recommended resolution of 2480 wide (for 8GB vram) with no upscaling and I'm getting 11.5-13ms frametimes, massively beating refresh at 16.6ms so super smooth
- 688 replies
-
- oxr
- openxr dev toolkit
-
(and 1 more)
Tagged with:
-
Something not right there, going from off to FFR 16/16/16 losses 3.5ms - obviously looks diabolical but the saving is there. It doesn't work on AMD GPUs unless it's dx12 but you're on Nvidia aren't you?
- 688 replies
-
- oxr
- openxr dev toolkit
-
(and 1 more)
Tagged with:
-
Performance wise I think FSR and NIS are about the same, the differences are in the sharpening algorithms. I understand that NIS is more aggressive with the sharpening. Both are software implementation so hardware independent. Hardware dependent equivalents would be FSR2.0 and DLSS but both would require support to be added into DCS by ED and as far as I'm aware they're not inclined to implement hardware vendor specific code. Regarding FXAA, I think it can be enabled and it does have an effect but it's absolutely minimal compared to MSAA (both in performance hit and antialiasing quality). I've always turned out off after trying it.
- 688 replies
-
- 1
-
-
- oxr
- openxr dev toolkit
-
(and 1 more)
Tagged with:
-
Running openxr has eliminated it almost entirely, it's much better on VRAM than steamvr is
-
OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
edmuss replied to nikoel's topic in Virtual Reality
Having said that, of late 60Hz flicker makes my eyes really tired at the moment, might need to check the different ipd settings and see if it helps. Generally running 90hz at the moment is more comfortable though. edit: I also haven't had my ipd measured other than with a mirror and steel rule at about 63mm. I'm 43 now and probably about the age I should be trying to look after my eyes! edit: just tried resetting the headset calibration and it's now a lot better on 60Hz, when I switched to open composite global (from the old OC_ACC) the calibration routine ran again because it now recognises the G2 as a quest2. Last time it ran I just made eyes symetrical with right but on revisiting it that was quite clearly off a touch, now reset it to it's default calibration and run an hour of foothold causcasus without an issue -
OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
edmuss replied to nikoel's topic in Virtual Reality
The ipd adjustment has never seemed to make any significant difference to me, I can see the lenses moving and the image shifts with them but I can use it for ages with it being in the wrong place and never really notice! -
Pause DCS and look at the performance overlays whilst cycling the options through. From quality/wide preset to off I gain about 1-1.5ms frametimes, you can get much higher gains (2-3ms I think) but then it looks like ass on the periphery. It's not a big gain but it's the small incrementals that can mount up
- 688 replies
-
- oxr
- openxr dev toolkit
-
(and 1 more)
Tagged with:
-
Like I said it could just be placebo, logically it's achieving the same result (upscaling from 2160-3160) so it should be the same; thanks for testing it though
- 688 replies
-
- 1
-
-
- oxr
- openxr dev toolkit
-
(and 1 more)
Tagged with:
-
Fixed Foveated Rendering, it was introduced in fholgers old vrperfkit and is also implemented in openxr toolkit
- 688 replies
-
- oxr
- openxr dev toolkit
-
(and 1 more)
Tagged with:
-
I've hit 85fps on SP foothold caucasus (with a big fistfull of FSR upscaling) and typically 70-75in conjunction with 60Hz means that it's above refresh all the time and wonderfully smooth. That's largely dependent on your capacity to run the G2 at 60Hz though, some can, some can't. Running 90Hz means that I have to rely on the built in vsync (the 45hz render with average fps value) which will sync up rotational movements but not translational - therefore if you are looking around it will be a stable image, if you slide sideways in the seat you will get a slight ghosting of the cockpit. Generally as I'm sat still in the cockpit this minor cockpit ghosting doesn't bother me, if flying at speed low over buildings when looking 3-9 you will see ghosting (seems to get better over 60fps); in a helo it's all so slow that it rarely causes me issues If I'm tired then 60Hz blows my eyes out quite quickly (getting too old for burning the candle at both ends!) so I'll switch to 90Hz and live with the ghosting. I can run dirt rally 2 at 90Hz with ultra settings and get >90fps, Half Life Alyx is the same - it's just DCS which to be fair was never written for VR and it's amazing it does so well as it is
- 688 replies
-
- 1
-
-
- oxr
- openxr dev toolkit
-
(and 1 more)
Tagged with:
-
OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
edmuss replied to nikoel's topic in Virtual Reality
It's displayed within the openxr toolkit menu somewhere (can't off hand recall where though - might be under world scale?), I also think it's shown on the system tab of the openxr tools desktop app. -
The hateful thing about VR is everyone's experience is completely different
- 688 replies
-
- 2
-
-
- oxr
- openxr dev toolkit
-
(and 1 more)
Tagged with:
-
Unfortunately reprojection just isn't as good as WMR4SVR, SVR or oculus, the image quality suffers and occasionally the performance dives massively (I think related to lack of VRAM); this is in addition to the substantial artifacts which are arguably much worse than any other option. The devs are aware of the issues with DCS but I don't know how high it ranks on their list of things to fix; I understand that it was quite a tricky issue to solve. On the plus side openxr without reprojection is much smoother than SVR so higher framerates aren't so critical but you have to accept that there will be a more ghosting as you get close to your half refresh rate. Essentially without reprojection, if you're not achieving refresh rate then openxr will render at half refresh and wait for the next frame to be ready; the FPS shown is an average based on the time it's waiting for refresh - in reality it's only rendering at 45Hz but it's a useful performance metric to have (this is my understanding of it, someone please clarify if it's wrong).
- 688 replies
-
- oxr
- openxr dev toolkit
-
(and 1 more)
Tagged with:
-
I believe that you'll be using the oculus runtimes but not open composite (openxr), it can be implemented for the quest but how much performance gain they is I'm not sure. As mentioned above, it's much smoother than steamvr, particularly at lower framerates. That aside, there is something wrong with your setup, I can get 45-50+fps on Marianas free flight and up to 85fps on Caucasus (depending on settings). You shouldn't have any issues with your hardware to run DCS in VR