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FPS drops in multi-player, takes long to recover


dutchili

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My FPS drops to around 10 in multi-player. Unclear why and when, but usually after at least 10 minutes.

I use the Oculus Quest 2.

The issue does not happen in single player.

Sometimes, the FPS recovers after a few minutes, but meanwhile it is hard to play the simulator.

 

I don't see a CPU nor GPU spike when it happens. 

I did not have this issue with the shader mods installed so i suspect a rendering or texture compiling issue.

The issue is present in the current release version, as in the current beta.

 

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Please ensure you are using these settings:

  • Windows GPU Scheduling OFF
  • Windows power settings : High performance
  • NVIDIA settings: Maximum performance, MFAA off, FXAA off, AA transparency off, AA gamma correction off, V-sync fas 
  • V-sync off ingame.
  • Thanks 2

Don't accept indie game testing requests from friends in Discord. Ever.

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On 10/11/2021 at 8:32 PM, dutchili said:

Meanwhile i discovered that the issue resolves itself when i take of the VR headset for a minute. I don't know yet whether this solves it for the remainder of the flight.

What exactly you mean by taking off the VR headset? 

MAIN SYSTEM SPECS: MSI PRO Z690-A WIFI DDR4, Intel Corei7-12700K @ 5.0, 64Gb RAM Kingston KF3600C18D4/16GX, EVGA RTX 3080 FTW3 ULTRA GAMING 12GB, Samsung SSD 970 EVO Plus 1TB, Virpil T50CM3 Throttle, VKB Gladiator NXT Evo, VKB T-Rudder MKIV, Quest 2, Quest Pro

BACKUP SYSTEM SPECS: Lenovo Legion Y540-15IRH, i7 9750, RTX2060mobile 6GB, 32GB RAM Crucial DDR4-2666, 1TB Intel SSD NVMe


SOFTWARE: Microsoft Windows 11

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  • 3 weeks later...

Could this be the cause (from DCS.log)?:

2021-11-05 21:17:57.562 ERROR   DX11BACKEND: Failed assert `DX11VertexBuffer::buffersCount() == 0` at Projects\render\dx11backend_win8\Source\DX11Renderer.cpp:122
2021-11-05 21:17:57.562 WARNING DX11BACKEND: alive index buffers: 1
2021-11-05 21:17:57.562 ERROR   DX11BACKEND: Failed assert `DX11IndexBuffer::buffersCount() == 0` at Projects\render\dx11backend_win8\Source\DX11Renderer.cpp:123

and

2021-11-05 21:16:29.772 ERROR   COCKPITBASE: Cockpit: ccCachedIndicationTemplateBuffer. Template element was not found. Set id: 9

and

2021-11-05 21:16:19.462 ERROR_ONCE DX11BACKEND: texture 'mosquito_glass_damage' not found. Asked from ''

...while flying the F16...

and

2021-11-05 21:03:06.030 ERROR   NGMODEL: Can't load lod ptb-490-mig21-collision.edm of model ptb-490-mig21. Reason: More distant lod must not have more arguments than closer! 0 < 1 in ptb-490-mig21-collision.edm ptb-490-mig21

 

Seems as if not all textures are downloaded in a fresh install.

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On 10/13/2021 at 2:32 AM, Flappie said:

Please ensure you are using these settings:

  • Windows GPU Scheduling OFF
  • Windows power settings : High performance
  • NVIDIA settings: Maximum performance, MFAA off, FXAA off, AA transparency off, AA gamma correction off, V-sync fas 
  • V-sync off ingame.

I was having this issue in mp and this (specifically some of the NVCP settings that I had were different) seems to have corrected it. Thank you! 


Edited by DavePastry

I910900K, 4090, 32gb,Varjo Aero, no compromises: all VR all the time. 

 

 

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  • 2 months later...
  • 1 year later...
3 minutes ago, Bullant said:

Be warned, I was running this setting on my 3090 for nearly two years before I realised that it is broken.

It will force your GPU to max frequency (and power draw!) as soon as you hit it with a load, and then it will never let it ramp down. So sitting at the desktop you will still be pulling max power.

I did some testing and found zero FPS/frame rate difference between this setting and the default which actually lets the GPU ramp back down when not under load.

Thanks for your feedback. This mode is helpful though, because it helps checking for power management issues when a user complains about FPS drops.

I'll change the phrasing the next time I ask someone to try this mode out. 👍

Don't accept indie game testing requests from friends in Discord. Ever.

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