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FPS loss in VR with 2.8, settings/setup included.


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Posted (edited)

Per request, putting this in a separate thread.

With 2.8 I've seen a significant performance degradation in VR. Even turning down various settings doesn't seem to offset this loss, and at a guess it appears to be CPU related.

Specs: 5800X, 3070, 32 gigs 3200mhz. All on an NVME SSD. Quest 2, running at 120 hz. Running via oculus air link on the oculus runtime with ASW disabled.

Settings: Textures medium, terrain textures low. Shadows medium, view distance far, secondary shadows off, MSAA 2x, global cockpit illumination off. Water was on high. Clouds were on ultra, terrain shadows were off, Antisotropic filtering was on 16x. Dropped all those to medium/high/off and put terrain shadows on flat to try and regain FPS unsuccessfully. 

I can point to one indicator of the new low FPS. The update ms time in the DCS FPS breakdown indicator has spiked.

Included two screenshots. Same module, same server, same settings, minutes apart. Once that update time drops my FPS come back.

Apologies if it's hard to make out, hard to screenshot VR in my current setup.

If you can't quite make it out, in the first SS my simulation time is at 4.4ms, update at 5.2. Hitting around 60 FPS.

2nd SS, simulation time 6.2, update either 13.4 or 15.4. Gets down to 30 FPS. (edited)

For reference, my FPS in 2.7 was mostly dictated by my simulation ms. Once it got up to around 10, I'd drop from 60 to 40 FPS. When it hovered around 5-7 I'd maintain 60. The update ms was always consistently around 6-7, so this is a big change in behavior. (edited)

update (2).png

grmm (2).png

Edited by MoleUK
Posted (edited)

Other alterations/minutiae:

Nvidia control panel: Pre-rendered frames 1, Vsync fast, texture filtering trilinear optimisation on, texture filtering quality high performance, negative LOD bias clamp, anisotropic sample optimisation on, power management prefer max performance, low latency ultra.

Windows gaming mode off, HAGS off, re-sizeable BAR on, full screen optimisations on DCS.exe disabled.

I lock all the oculus software from using the same CPU cores as DCS. All relevant processes set to high priority.

Edited by MoleUK
  • Like 1
Posted (edited)
vor 23 Stunden schrieb MoleUK:

Other alterations/minutiae:

Nvidia control panel: Pre-rendered frames 1, Vsync fast, texture filtering trilinear optimisation on, texture filtering quality high performance, negative LOD bias clamp, anisotropic sample optimisation on, power management prefer max performance, low latency ultra.

Windows gaming mode off, HAGS off, re-sizeable BAR on, full screen optimisations on DCS.exe disabled.

I lock all the oculus software from using the same CPU cores as DCS. All relevant processes set to high priority.

 

Not that I really know what it is doing, but when I was playing around with settings a while ago, I had better performance with Prerendered Frames - 4. 

Now this has nothing to do with the update to DCS 2.8, but maybe you want to try it anyways.

My specs:

i5 9600k @4.8GHz

3080ti

Edited by Phantom711

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Posted (edited)
On 10/31/2022 at 6:10 PM, Phantom711 said:

Not that I really know what it is doing, but when I was playing around with settings a while ago, I had better performance with Prerendered Frames - 4. 

Now this has nothing to do with the update to DCS 2.8, but maybe you want to try it anyways.

My specs:

i5 9600k @4.8GHz

3080ti

 

Could definitely give it a shot. Reducing antisotropic filtering to 0x and clouds to high has let me hit 60 FPS again in some instances at least, but busy servers like ECW and Blue Flash seem to be harder to run in 2.8 than 2.7 atm regardless. Hopefully they find out what the conflict is, if it's more than just the shadows issue.

Edited by MoleUK
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