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GTX Titan X Pascal performances test on DCS 1.5 in VR


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Posted (edited)

Hi,

 

I just would like to share some of my benchmarks on VR (Rift CV1) on DCS 1.5 with a high end computer (Titan X Pascal @ 2050Mhz under water + 6600k@5.1Ghz)

 

I'm on Win 10 redstone, with 16GB DDR4@3400Mhz and z170a ROG Hero VIII, 372.90 Nvidia drivers

 

Testing track in M2000 : http://www.mediafire.com/download/mjq6s67b0ffzsxg/M2000ombres%282%29.trk

 

To sum up :

 

DCS 1.5 is limited by himself, not by GPU or CPU.

 

1080/TXP will be useful just to improve pixel density settings and MSAA

 

1080/TXP won't be useful to improve shadow use or visual range

 

 

Starting config

 

PIXEL DENSITY = 1 Herb 1500 Trees 1500 preload 150 000

 

Textures LOW Terrain LOW Traffic OFF Water LOW Visual LOW Heat OFF Shadow OFF MSAA OFF HDR OFF DOF OFF Halos OFF

 

1475184520-dcs-2016-09-29-20-46-31-72-fps.png

 

GPU Usage = 30%

 

High load on GPU

 

PIXEL DENSITY = 2.5 Herb 1500 Trees 1500 preload 150 000

 

Textures LOW Terrain LOW Traffic OFF Water LOW Visual LOW Heat OFF Shadow OFF MSAA 16xQ HDR OFF DOF OFF Halos OFF

 

1475184530-dcs-2016-09-29-20-50-03-41-fps.png

 

GPU Usage = 95%

 

Trees impact

 

PIXEL DENSITY = 2.5 Herb 1500 Trees 10 000 preload 150 000

 

Textures LOW Terrain LOW Traffic OFF Water LOW Visual LOW Heat OFF Shadow OFF MSAA 16xQ HDR OFF DOF OFF Halos OFF

 

 

1475184524-dcs-2016-09-29-20-57-35-18-fps.png

 

Visual Range impact

 

 

PIXEL DENSITY = 2.5 Herb 1500 Trees 10 000 preload 150 000

 

Textures LOW Terrain LOW Traffic OFF Water LOW Visual MEDIUM Heat OFF Shadow OFF MSAA 16xQ HDR OFF DOF OFF Halos OFF

 

 

1475184523-dcs-2016-09-29-21-02-08-47-fps.png

 

 

Shadow impact

 

PIXEL DENSITY = 2.5 Herb 1500 Trees 10 000 preload 150 000

 

Textures LOW Terrain LOW Traffic OFF Water LOW Visual MEDIUM Heat OFF MSAA 16xQ HDR OFF DOF OFF Halos OFF

Shadow LOW

 

1475184529-dcs-2016-09-29-21-05-38-22-fps.png

 

Shadow HIGH

 

1475184530-dcs-2016-09-29-21-09-25-15-fps.png

 

Shadow HIGH + GPU less charge

 

PIXEL DENSITY =1 Herb 1500 Trees 10 000 preload 150 000

 

Textures LOW Terrain LOW Traffic OFF Water LOW Visual MEDIUM Heat OFF Shadow LOW MSAA 0 HDR OFF DOF OFF Halos OFF

 

1475184531-dcs-2016-09-29-21-12-05-76-fps.png

 

 

Others GFX params

 

PIXEL DENSITY =2 Herb 1500 Trees 10 000 preload 150 000

 

Textures HIGH Terrain HIGH Traffic OFF Water MEDIUM Visual MEDIUM Heat ON Shadow LOW MSAA 8 HDR ON DOF OFF Halos P+F

 

1475184536-dcs-2016-09-29-21-33-05-66-fps.png

 

Trees impact 2nd round with high settings

PIXEL DENSITY =2 Herb 1500preload 150 000

 

Textures HIGH Terrain HIGH Traffic OFF Water MEDIUM Visual MEDIUM Heat ON Shadow LOW MSAA 8 HDR ON DOF OFF Halos P+F

Trees 10 000

 

1475184536-dcs-2016-09-29-21-33-05-66-fps.png

Trees 15 000

 

1475184541-dcs-2016-09-29-21-39-09-42-fps.png

 

Trees 25 000

 

1475184534-dcs-2016-09-29-21-41-57-38-fps.png

 

MSAA Settings with Pixel Density = 2

 

PIXEL DENSITY =2 Herb 1500 Trees 15 000 preload 150 000

 

Textures HIGH Terrain HIGH Traffic OFF Water MEDIUM Visual MEDIUM Heat ON Shadow LOW HDR ON DOF OFF Halos P+F

MSAA 4x

 

1475184539-dcs-2016-09-29-21-52-17-48-fps.png

MSAA 8x

 

1475184543-dcs-2016-09-29-21-46-55-72-fps.png

MSAA 16xQ

 

1475184540-dcs-2016-09-29-21-49-43-38-fps.png

Pixel Density with MSAA = 8x

 

Herb 1500 Trees 15 000 preload 150 000

 

Textures HIGH Terrain HIGH Traffic OFF Water MEDIUM Visual MEDIUM Heat ON Shadow LOW MSAA 8x HDR ON DOF OFF Halos P+F

 

PD = 1

 

1475184539-dcs-2016-09-29-21-59-36-27-fps.png

 

PD = 2.5

 

1475184547-dcs-2016-09-29-22-05-38-56-fps.png

 

Shadows impact on final settings

 

 

PD= 2 Herb 1500 Trees 15 000 preload 150 000

 

Textures HIGH Terrain HIGH Traffic OFF Water MEDIUM Visual MEDIUM Heat ON MSAA 8x HDR ON DOF OFF Halos P+F

 

Shadow = LOW

 

1475184543-dcs-2016-09-29-22-14-44-17-fps.png

 

Shadow = OFF

 

1475184547-dcs-2016-09-29-22-22-58-94-fps.png

 

 

I have a lot of others benchmarks if needed.Too late for me to analyze them more tonight :)

 

Hope this helps, waiting for your comments.

 

Thanks

Edited by dureiken
change title
Posted

It seems nobody cares, maybe it's too hard to read.

 

2 last charts, I tried a new way to show them :

 

CPU speed impact

1475307406-influence-cpu.png

 

 

GPU speed impact

1475307405-influence-gpu-sh-on.png

settings :

 

PD= 2 Herb 1500 Trees 15 000 preload 150 000

 

Textures HIGH Terrain HIGH Traffic OFF Water MEDIUM Visual LOW Heat ON MSAA 8x HDR ON DOF OFF Halos P+F

 

Shadow = LOW

 

It seems that CPU speed is really important :)

  • Like 1
Posted

Its very interesting, probably will look at it in detail when i upgrade my rig. Thanks

 

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Posted

Very nice work :thumbup:

 

One question: in some graphs (example below) you have a very fast oscillation between the FPS going from ~90 to ~60 back to 90 and so on in nearly an instant. Do you have an explanation for that? I would have expected a smoother behaviour of the curve. More like in the second part of the attached snapshot. What is the unit of the x-axis?

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Posted

What does the graphs mean?? I don't understand them.

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

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Posted

Fast ocsillations between 90 and 45 FPS are around 11 ms rendering latency. When at or under, 90 FPS is achievable, when over - ATW kicks in and the game runs at 45. I do not understand the conclusion, that DCS "is limited by itself" and no CPU/GPU pair can run it with Shadows On and Visibility > Low. In the penultimate chart you show that 10% CPU overclock increases average FPS by about 10%. So, the game, as has always been the case, relies on IT technology from the distant future (((.

12900KF@5.4, 32GB DDR4@4000cl14g1, 4090, M.2, W10 Pro, Warthog HOTAS, ButtKicker, Reverb G2/OpenXR

Posted

Frametime is every 10ms or less. When I look at fps each second there's no oscillation. But we can suppose this setting is the limit just before losing fps.

 

Maybe i'm wrong

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