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Hiromachi

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Everything posted by Hiromachi

  1. They should be interchangeable. So you can access them from within SteamVr settings and inside of VR. I mainly refer to reprojection.
  2. Its more than just WMR and SteamVR when you launch them. Actual list of processes started by SteamVR is bigger. Working through my stutter issues when I had 3080 in, I had processes like VR Compositor, VR Dashboard, SteamVR Webhelper and finally SteamVr itself. And Im not going to lie but fact that there are some settings that can only be tweaked from within VR environment instead of being right in the SteamVR settings is silly.
  3. No, it does not occur when playing on monitor. I will get back to you with process list, as soon as I produce it
  4. Everyone that I had a chance to talk to. But ok, you will be a single exception that I know of that likes SteamVR.
  5. To be fair all my VR problems (had RTX 3080 than) started in late Nov / early Dec. I wouldnt even bother with 6800XT or anything if not for massive stutters with 3080, indicated here: Anyway, to answer your questions. 1. Standalone version, 2. SteamVr non-beta, version 1.15.16 with hotfix, 3. SteamVR for WMR beta, 4. No other headsets, 5. Windows 10 Pro 20H2 compilation 19042.685, 6. WMR is up to date.
  6. Stable updated to the same status as Open Beta. But I did check that. Yes, I follow that thread closely. Unfortunately drivers from May are not a solution for anyone with RTX 30xx series. Plus, this issue started much later than even RTX release as I was flying DCS in VR perfectly fine all the way through October and early to mid November with my G1 and than G2, sporting 3080.
  7. Just a matter of implementation of sufficient amount of features. Point is to have less software running in the background. Right now the amount is just crazy and clearly causing issues. And SteamVr is just not liked.
  8. Not surprised. I think only Oculus gets native support in DCS. Perhaps Bignewy, now that he drives G2, will have some impact.
  9. Nope. Using Detect Resolution tool in fpsVR its the same as set in SteamVR, i.e. 100 % = 3160x3092. And the same is detected by fpsVR. I moved custom render scale to 50 % and even restarted entire software. Not a thing changed in res.
  10. I've been tempted to try OpenXr but than it begs the question whether slider in OpenXr Dev Tool is the one that controls SS or SteamVr one is still active. The change of the software used is signified in SteamVr Dev tools. Honestly there is way too much software to run those WMR headsets. I envy Oculus users.
  11. Fxo, metashaders and Radeon driver shader cache. Yes. I also have issues with reprojection. I see text warping in G2 and reprojection does not hold to 45 FPS. If GPU can push more than it goes up to 60+ but game is actually less smooth if it was just sticking to 45 FPS. Sidenote: I tried game on flat screen (4k, with all blows and whistles cranked to max and sharpening at 100 % in Adrenalin). GPU usage was at 95-99% at all times, GPU clock was constant at 2650 Mhz and FPS was around 90 - 110. The GPU usage fluctuations in VR are pretty much similar to what I had with Nvidia since few weeks. Since its VR exclusive issue I'd point my finger at SteamVR.
  12. I've enabled SAM. I only see a minuscule improvement:
  13. No special beta, its just label under my name. I use same open beta as everyone else Dont think so, same modules and usual settings (especially with VR preset). Resolution in SteamVR with SS is 100 % - default one. I did not lower it like Bignewy recommends in his Reverb setup tutorial. I could, but Im waiting for forum to be set in stone. Had one in previous forum but all stopped working. EDIT: So I repeated test. To make sure time is accurate, I paused game the moment message to start benchmark appeared and started benchmark run and then stopped benchmark when message to end benchmark was about to fade out. Still, 2.9 min. To be fair its not clock fluctuation that matters but usage fluctuation. GPU reaches its designed clock speed and even goes as high as 2600 Mhz in some places. And yes I'm dropping at this very benchmark with mission provided by JayRoc below 45 FPS towards its end when overflying six small fires. Than FPS fluctuates between 40 and 50 and usage fluctuates between 20 % and 90 %.
  14. I wonder this myself. As said, I used the exact files linked in first post, following instructions in those files (i.e. when to start and stop benching).
  15. https://rog.asus.com/motherboards/rog-crosshair/rog-crosshair-vii-hero-model/helpdesk_bios/ Version 4007. Doesnt look like its a beta. And it would be fine if it was only my issue, but considering someone else reported this as well ?
  16. I have Ryzen 5900X, Asus Crosshair VII X470 motherboard, 32 Gb of DDR 4 3600 Mhz Cl 15 memory, 750 W Evga Supernova PSU. DCS is isntalled on NVME drive. I dont know anything about the other guy. Merely observed his thread and saw the same situation.
  17. Hmm, but that changing usage sometimes leads to FPS going below 45 and re projection point which in turn reduces smoothness. I've noticed another user also reported that: Also, my 3080 whenever I did not have issues, was maintaining stable 85+ % usage and did not drop frames in such manner.
  18. Yes, as quoted: benchmark v1 complex mission Anyhow, the problem may be that GPU does not seem to be holding usage. It jumps between 65 and 95 %.
  19. Well, again, from the moment it says start benchmark to end benchmark its roughly 2.6 - 2.7 min (benchmark v1 complex mission). I defaulted driver and reset DCS to VR preset. And results are fairly similar: fpsVR Report: App: DCS HMD: HP Reverb Virtual Reality Headset G20 (90.000 Hz, IPD 61.9) GPU: AMD Radeon RX 6800 XT (27.20.14501.33001) CPU: AMD Ryzen 9 5900X 12-Core Processor Delivered fps: 58.2 Duration: 2.7min. GPU Frametimes: Median: 11.5 ms 99th percentile: 15.5 ms 99.9th percentile: 15.9 ms frametime <11.1ms(vsync): 34.2% CPU frametime: Median: 8.1 ms 99th percentile: 13.9 ms 99.9th percentile: 16.5 ms frametime <11.1ms(vsync): 96.8% Reprojection Ratio: 48.3% (for Index/Vive/VivePro headsets only) Dropped frames: 1 or 0.0% (for Index/Vive/VivePro headsets only) Max. SteamVR SS: 100% Render resolution per eye: 3160x3092(by SteamVR settings, Max.) (HMD driver recommended: 3162x3093)
  20. Umm, I dunno. It shows to start benchmark and I press reset, than it shows to stop and I press reset again. No idea. Well, than it is weird. I will hit reset button on my Adrenaline and try it again. Edit. Wait, you sure about default settings ? Cause this directly says 6800XT OC: And I dont see how without overclocking I can make 13 FPS.
  21. Merry Christmas And yes, SteamVr is a pile of ... WMR users still need to run so much software in the background to play in VR. The more software produced by different developers, the greater chance something will fall apart.
  22. Well, I wont be making 10 or 20 attempts for each setup. Three at most. So thats 9 runs, each is about 2.6 minutes. It's not that bad. I just need good config for Radeon Adrenalin that OP used to try keeping tests uniform.
  23. I will do that test. First I want to tweak GPU settings to optimize it. Than repeat benchmarks to compare with tuned RTX 3080. Next I will OC it, since its liquid cooled and in all reviews they managed to push it to at least 2.7 Ghz, I will try that and bench again. Last I want to try SAM vs no-SAM (my Crosshair VII with 5900X already has that).
  24. Same settings and benchmark as in OP. You just set VR preset in settings. And mission is available to download in OP (Gryz benchmark mission).
  25. Syria generally is heavy. I fired up my new radeon and FPS VR told me that Vram usage goes as high as 15 Gb. I'm sure they will optimize Syria eventually.
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