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Qcumber

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Everything posted by Qcumber

  1. I would agree with you that a lot of stuttering issues are system related. However, even with what appears to be a stable FPS, the rendering time for CPU or GPU can sometimes exceed the maximum time. You can only really see this if you capture every frame. I'm not sure if the DCS overlay does this. I've been looking at some tracks using XRFrametools and trying to create situations where this occurs. It's not an easy task to create this in a stable and reproducible setup.
  2. It would be worth looking at GPU render times. These can often be borderline at the 13.89ms mark and lead to some missed frames that is not picked up in the average fps.
  3. I'm looking into the stutter issue at the moment trying to work out what factors trigger it. I see it sometimes but not all the time. Just for clarity is the 1.3x resolution set in the Meta app or using ODT? If it is in the Meta app then this would make your total resolution (including PD x1.3) about 3800. That's a lot to handle, even for a 4090. What do your GPU render times look like? Have you tried using QVFR in fixed mode? You could then set the centre resolution to equivalent to 3800 and the periphery to about 2800. You would hardly notice the difference but it could give you a performance boost.
  4. What headset are you using and pc specs? It sounds like your DCS settings might be a bit too demanding.
  5. Even in a flat screen he can still see what his CPU and GPU are doing. I'm not convinced that the stutter is always a game engine issue as such. I have noticed that it tends to appear when CPU and/or GPU render times are close to the max required to maintain refresh rate (in VR anyway). Technically the same would be the case for the refresh rate of a monitor. There are definitely situations in DCS which make this more likely to happen.
  6. That is not normal with VD or Meta link. Unless you have low fps. And such an effect would not show in the home screen.
  7. It looks like a network issue. The network and decoding latencies go very high when you turn your head. Try reducing the bitrate and/or trying another video encoder such as h264+. Also make sure automatic bitrate is on.
  8. I have been looking at factors which affect VR performance. You can have a relatively stable FPS but still have stutter if your CPU and/or GPU render times are borderline for maintaining the headset refresh rate. For example if you run at 72Hz the max render time is 13.89ms. If your average render time is about 13ms, the min and max times might vary from about 10ms to 15ms. Anything that goes above 13.89ms will result in dropped frames. You can have a significant number of dropped games but without any noticable change in average FPS. This can manifest as microstutter. If you are technically minded you could try my guide here and see what your render times look like. Compare different tacks, one where you see stutter and one were you don't and see if there is any difference. Or just run a track with XRFrameTools and send me the log and I'll do the rest. Edit: scratch that. I forgot you are using a monitor. However some of these principles will still apply.
  9. Are you trying to stress your CPU, GPU or both? Settings like shadows, AA etc will stress your GPU. Lots of objects will stress your CPU. Any of the "cold start" or "take off" instant actions in the Marianas map will seriously tax both CPU and GPU. The F4 is a good one to try if you have this, or the F-14. Just run each one for a minute and save the tracks then you can repeat them with different settings.
  10. A 5080? It's depends where you live. In the UK availability is not too bad if you keep a close eye on local stocks. It might be worth using a price check bot.
  11. Sorry. Just looking at this again. I had misunderstood. Yes, it does look like the more accurate results are with prefer "framerate over latency" is ON. I presume you are running at 90Hz with reprojection? It would worth repeating to see if the results are consistent. Is this a very demanding track? It looks like you have a lot of missed frames even with reprojection. Do you get any stutter?
  12. Interesting results. That is a huge difference in GPU latency. It might be an error in the capture. If I enable Turbo mode it gives weird results: https://github.com/fredemmott/XRFrameTools?tab=readme-ov-file#supported-measurements
  13. I am getting some amazing performance in VR at 90 Hz with the 9800x3d and 5080 combination. I'll try to post some performance tests and a video at the weekend.
  14. Thanks. I am glad it's useful but it still needs some work. Not yet but funnily enough I was thinking about this today. Not sure as such but if I understand correctly XRFrametools shows quite a large variations in FPS for each frame. I am guessing that these are captured based on an amalgamation of frametimes (!?). I should ask Fred Emmott about this. Maybe it would be useful to calculate FPS averages over 10 or so frames. It is some I am working but need to make sure I am doing this correctly. It might be useful to create some standards to test across different systems. We can't account for variations in PC builds but we can look at relative performance on each build. I was thinking about 3 tracks. A light one, an intermediate one and a heavy one. It's probably best that I post the specific suggestions in my other thread relating to methods. The FE does not come with a support bracket and the official information is that you do not need one. However there is noticeable "sag" so I installed a bracket just in case. The three pin connector is a PITA. I ended up ordering a new power cable as i only had two that would fit the bill. I initially had to daisy chain one of them. All OK now though.
  15. Have you tried using the meta link app instead of VD?
  16. Anyone remember this? Nostalgia while we waited for the Germany map.
  17. UPDATE 13 April 2025 The spreadsheet has been updated as follows: Maximum latency now 50 ms for CPU and GPU charts' FPS count CPU render and GPU render over time added. Vertical lines added to represent 90, 72, 45 and 36 FPS respectively (the last 2 relate to reprojection at 90Hz and 72Hz). [The updated file is in the first post] The charts now look like this:
  18. To follow on from speed-of-heat, and with regards your headset, could you please post details of you VD settings? Ideally a screen shot of the in-game overlay so we can see your latencies ect. What do your CPU and GPU frametimes look like? Are you using QVFR?
  19. I'll update it later so that it has up to 50 ms then set all the charts to the max value. Then it will be standardized for reprojection frametimes too. I probably won't get chance until this evening UK time though.
  20. You could send me a recorded track then I can try running it on my PC. See if I get the same issues.
  21. I wonder what the 5060ti 16Gb will look like in DCS. Might be a consideration instead of the 5070.
  22. Yes. Just go into the chart and increase the data range for that sample. I think I have included up to 50ms. If no then I can always update the blank spreadsheet and repost it.
  23. The GPU frame times are longer than 20 ms so they were not showing. I have extended the chart to 30ms. I've updated the SS for you. What DCS settings are you using and what is the module/map/track? ColdViPer benchmark.xlsx
  24. What is the module and map? If you send me the track I can try running it and see if I get the same issues.
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