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About Loki_1982b_rock1080

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  1. I re-ran the benchmark after receiving my new ram. Gained a few fps but not as much as I was hoping though. It has seemed to get rid of some of the stuttering though which is nice. I first ran it again with my original ram (3000mhz CL16) to eliminate any affect driver updates etc might have since last time: Frames: 25747 - Time: 180000ms - Avg: 143.039 - Min: 98 - Max: 238 Then with my new 3600mhz CL16: Frames: 27282 - Time: 180000ms - Avg: 151.567 - Min: 104 - Max: 242 Biggest impact was on my average FPS, which gained a little over 8 FPS. I'll take it.
  2. B die refers to memory that uses Samsung chips. Its, or it was (others are making ram chips equal to it now apparently but at a higher price) the best for quality and overclocking tolerance. As much as I appreciate this thread and the work going on, the only actual improvement we see in VR is going to come from the devs updating a decade old game engine to work efficiently with current hardware. Who knows if that ever happens. I've yet to even see them address it or offer advice. Until then we are going to be left struggling with FPS and spending hundreds of dollars trying to squeeze out 5 more FPS with high end machines at low/medium settings. You'd think that they'd at least chime in rather than letting their customers do all the work for them trying to make the game tolerable in VR. If I had my customers running tests and problem solving for my business with zero input from myself I would be embarrassed. We may be a minority but we are still a dedicated group who pay for and support their product despite the fact we are offered no help. If anything, with the growing popularity of VR, they will benefit from the work you guys are doing with these benchmarks. We appreciate you.
  3. Just get some b die 3600CL16 and overclock it. 4000mhz is overpriced for the performance gain you get. You can get 16gb of Gskill TridentZ Neo for under $200 US shipped. I think their ripsjaw 3600CL16 is on sale at Newegg for $75 right now too. It's b die. I got the NEO because I'm a sucker for RGB.
  4. Does anyone know how accurate this is for benchmarking GPUs? I'm getting crazy high numbers for my 2080 Super. I've ran the test ten times including downclocking my ram and cpu and I'm constantly getting between 19000 and 21000 for my GPU benchmark which is 30% higher than average for this card. Maybe I won the silicon lottery? Sorry to sidetrack the thread, just a bit baffled.
  5. For what it's worth I ran a GPU passmark for my 2080 Super. Not sure if you are incorporating this too, but curious how it stacks up against the 2080 and 2080ti
  6. Ran the test on version 4.003. I uninstalled and re-installed IL2 before running the test just to ensure I didn't forget any mods/tweaks. I've ordered some faster RAM (3600mhz CL16), should be here next week then I will re-run the tests so we can see how that influences things. Motherboard: MSI Z390-A Pro CPU: 9700K CPU Freq: 5.0 Ghz L3 cache: 12 MB RAM type: DDR4 RAM size: 16 GB NB Freq: 4700 MHz RAM Freq: 3000 MHz RAM Latency: 16 GPU: 2080 Super STMark: 3028 I ran 3 passes all with the same settings: Frames: 25498 - Time: 180000ms - Avg: 141.656 - Min: 95 - Max: 238 Frames: 25340 - Time: 180000ms - Avg: 140.778 - Min: 95 - Max: 238 Frames: 25940 - Time: 180000ms - Avg: 144.111 - Min: 100 - Max: 239 Thanks for your work into this guys! I've been chasing the FPS rabbit for the last month with my Rift S.
  7. Thanks for the link to that, didn't sort out my fps issues but spotting is WAY better. I give up for now on the fps issue, I'll just live with sitting around 45-50fps during heavy combat. Has anyone noticed if 3200hz ram makes that much of a difference over 3000? I don't know that the upgrade would be worth the few fps I gain. Thanks again for all the replies everyone.
  8. Sad to say you are not going to get much better on that rig. I have a 9700k OC'd to 5ghz and a RTX 2080S and can hardly stay about 50fps with all of the "fixes" and low/med settings. Just trying to save you the pain of chasing that rabbit.
  9. Hey Fenris, That is not a solution. I use OTT already and having steam running in the background is not the issue. My system is barely breaking a sweat. I tried OpenOVR just to make sure and it made no difference. I'm also not having issues spotting etc which seems to be what the other thread is regarding. I'd like to get my frame rate issues sorted out before I start worrying about that. Great thread over there by the way, I hope I get to take advantage of that if I can ever get this game running well. Thanks for the hard work! Back to my original point... this was more of a plea for devs to step in or at least offer us VR users some insight. I'm not the only one having these issues. Seems to be most people are pointing to the game engine not taking advantage of advances in processing aka use of multiple cores. I think the fact that a game can outlive the technology it was originally built for speaks volumes about how well loved it is, so hats off to the developers! Just hopeful there is some feasible way to update the game engine.
  10. I appreciate it but like I said, it is not a case of not enough resources from my PC. An update: -Disabled ASW in oculus debug tool. -Disabled reprojections in SteamVR Ran FPSVR... I am still dropping down to sub 45fps. Tons of dropped frames, GPU frametime jumping up to 18ms every other second especially in combat or on the runway. My GPU usage is around 50% even when I'm dropping down to 45 fps and lower. CPU usage is around 25-30%. All temps are well below operating norms (I have a very well cooled PC). I have been messing around with ALL graphics settings like I said. Doesn't matter what I try. Perhaps Devs could dig into this or offer some help. It's getting frustrating to say the least. There is no reason my PC should be unable to run this at high settings in VR at 90fps.
  11. Thanks for the info... I'm in the same boat... tons of overhead still (we have identical systems) and shit FPS even if I make the game look like minecraft with all the settings on the bare min.
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