Guzzo Posted September 22, 2018 Posted September 22, 2018 Hi all, I would like to have community opinion about a really unexpected drop in performance when I'm playing with my Oculus in Single Player or Multi Player mission. I did a test and here's the result for the same scenario, using the Oculus Debug Tool. With my current VR's settings here's the rendering time in SP: GPU - 20/22ms CPU - 10/12ms For MP mission, in the same scenario (so, same airport, same hangar, etc. etc.): GPU - 20/22ms CPU - 30/32ms As you can see, GPU performance is the same, it takes 20 to 22 ms to render a frame. But, due to more than 2.5 time for CPU rendering (increasing from 10/12 to 30/32) my overall FPS drop, because it seems that CPU is the bottleneck. I'm not a MP server, I'm connected just as client. In the first case I can play steady with ASW at 45 fps. In second case I have to play less then 30 fps for MP. I really do not understand why, in MP, CPU is involved in such a way to render the frame. My CPU is a I7 overclocked @4200. Thanks for help
Jabbers_ Posted September 24, 2018 Posted September 24, 2018 Hi all, I would like to have community opinion about a really unexpected drop in performance when I'm playing with my Oculus in Single Player or Multi Player mission. I did a test and here's the result for the same scenario, using the Oculus Debug Tool. With my current VR's settings here's the rendering time in SP: GPU - 20/22ms CPU - 10/12ms For MP mission, in the same scenario (so, same airport, same hangar, etc. etc.): GPU - 20/22ms CPU - 30/32ms As you can see, GPU performance is the same, it takes 20 to 22 ms to render a frame. But, due to more than 2.5 time for CPU rendering (increasing from 10/12 to 30/32) my overall FPS drop, because it seems that CPU is the bottleneck. I'm not a MP server, I'm connected just as client. In the first case I can play steady with ASW at 45 fps. In second case I have to play less then 30 fps for MP. I really do not understand why, in MP, CPU is involved in such a way to render the frame. My CPU is a I7 overclocked @4200. Thanks for help My educated guess is that it is due to DCS being single threaded and having to handle the addition of the netcode stack in MP. Twitch2DCS - Bring twitch chat into DCS. SplashOneGaming.com - Splash One is a community built on combat flight simulation. S1G Discord twitch / youtube / facebook / twitter / discord
Guzzo Posted September 24, 2018 Author Posted September 24, 2018 Thanks for your comment. In the meanwhile I did some other test with different MP servers and the result is heterogeneous: it seems that it depends from the kind of mission. So, heavy missions impact more than I guess with client CPU performance
Mr_sukebe Posted September 24, 2018 Posted September 24, 2018 Hopefully the planned standalone server will include de-coupling of the "game" from the "server", thus at least allowing us to run the server AI loading on a different CPU core. 7800x3d, 5080, 64GB, PCIE5 SSD - Oculus Pro - Moza (AB9), Virpil (Alpha, CM3, CM1 and CM2), WW (TOP and CP), TM (MFDs, Pendular Rudder), Tek Creations (F18 panel), Total Controls (Apache MFD), Jetseat
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