SYN_Luftwaffles Posted March 22, 2019 Posted March 22, 2019 What are the biggest fps hits on the game? I've got a 1070 and an 8700k, which, believe it or not, actually does really good. I get about 75 fps in qmb, but about 50-55 in multiplayer with everything on high except mirrors, shadows and clouds (and like grass detail and all that little stuff). Oh, and my ss is set to 140% in steamvr
chiliwili69 Posted March 22, 2019 Posted March 22, 2019 do you know this is a one million question? 1
dburne Posted March 22, 2019 Posted March 22, 2019 IMHO the two biggest would be in game AA and SS setting for VR device.
chiliwili69 Posted March 22, 2019 Posted March 22, 2019 Many things hits VR performance. The SS affects only to GPU load. It is a big impact. Here I only study two of them: Grass and Shadows https://forum.il2sturmovik.com/topic/40047-fps-impact-of-grass-quality-and-shadows/ And here the horizon draw distance: https://forum.il2sturmovik.com/topic/35266-horizon-draw-distance-performance-hit-40km-100km-150km/ If you want a matrix with all settings in rows and the hit in column then you have to pay one million €. And I will leave my job and do it. Otherwise ask to the dev team to create a proper benchmark or create that matrix in the "IL-2 documentation"
SYN_Luftwaffles Posted March 22, 2019 Author Posted March 22, 2019 18 minutes ago, chiliwili69 said: Many things hits VR performance. The SS affects only to GPU load. It is a big impact. Here I only study two of them: Grass and Shadows https://forum.il2sturmovik.com/topic/40047-fps-impact-of-grass-quality-and-shadows/ And here the horizon draw distance: https://forum.il2sturmovik.com/topic/35266-horizon-draw-distance-performance-hit-40km-100km-150km/ If you want a matrix with all settings in rows and the hit in column then you have to pay one million €. And I will leave my job and do it. Otherwise ask to the dev team to create a proper benchmark or create that matrix in the "IL-2 documentation" Thank you, that's awesome!
56RAF_Roblex Posted March 22, 2019 Posted March 22, 2019 Nice charts but with the shadows chart I think it is a little misleading to say the difference between default shadows and Ultra shadows is only 8fps or less. You need to graph the differences and add in a small smoothing factor (to avoid bad readings where Ultra peak is slightly offset from Default peak) rather than an overall average. In one place you dropped 30fps from 77 to 47 and for many extended periods the drop in fps was 15-20fps. Those are the parts that matter. Thanks for doing the tests though.
Guest deleted@134347 Posted March 22, 2019 Posted March 22, 2019 in MP the biggest hit is with High preset vs Balanced.
chiliwili69 Posted March 22, 2019 Posted March 22, 2019 6 hours ago, 56RAF_Roblex said: Nice charts but with the shadows chart I think it is a little misleading to say the difference between default shadows and Ultra shadows is only 8fps or less. You need to graph the differences and add in a small smoothing factor (to avoid bad readings where Ultra peak is slightly offset from Default peak) rather than an overall average. In one place you dropped 30fps from 77 to 47 and for many extended periods the drop in fps was 15-20fps. Those are the parts that matter. Thanks for doing the tests though You are absolutely right. The mistake is in using avg values when the fps is touching the limits (either 90 or 45) continuously. I will need to subtract the values (puntal or average) only for the periods where the values a live (ie no flat at 45 or 90). So the real difference is then between 20-30 fps less depending on the shadows of the scene. Thanks for the note.
JonRedcorn Posted March 22, 2019 Posted March 22, 2019 Just used balanced preset with 2xaa at most. Should give you a decent framerate especially if you are already running medium clouds you won't notice the difference much anyways.
SCG_Fenris_Wolf Posted March 22, 2019 Posted March 22, 2019 Balanced + medium clouds would have the clouds looking so terribly violated (cut up and boxy flickery) that I'd have to throw off my headset.
Alonzo Posted March 22, 2019 Posted March 22, 2019 Balanced instead of High makes a big difference. I think it reduces the cockpit polygon count and also reduces draw distance of objects (especially towns and trees). I try very hard to still be able to run the thing on High because I like the render distance, but if I was trying for fixed-90 FPS I would do Balanced. After that you want to look at Shadows. Ultra is gorgeous but very taxing, High is pretty alright, Medium is the absolute worst I would want to put up with. Also AA and Supersample but those are pretty obvious. If you're on a Rift, ditch SteamVR and use OpenComposite, you'll gain some performance.
JonRedcorn Posted March 23, 2019 Posted March 23, 2019 3 hours ago, SCG_Fenris_Wolf said: Balanced + medium clouds would have the clouds looking so terribly violated (cut up and boxy flickery) that I'd have to throw off my headset. I'd rather have the bad clouds than the horrible frame rate drops. I can't handle dropping into the 40s-50s with high preset over towns and forests. Just a no go. Try out the 60hz mode on the odyssey it actually works, just make sure to restart wmr and steamvr. It's not bad and could make playing on high a lot better for you. I will say that dropping it down to 60hz will reduce brightness since the pixel persistence is less than at 90mhz, so you might have to bump up the gamma. It's definitely playable at 60hz though. I actually am thinking the new rift might be pretty sweet with its 80 hz mode, however 80 isn't that much less than 90, you'd still be dropping a lot of frames. If we could get the high preset clouds on balanced settings, which you can select them, it just doesn't work which is beyond ridiculous.
SYN_Luftwaffles Posted March 23, 2019 Author Posted March 23, 2019 1 hour ago, JonRedcorn said: I'd rather have the bad clouds than the horrible frame rate drops. I can't handle dropping into the 40s-50s with high preset over towns and forests. Just a no go. Try out the 60hz mode on the odyssey it actually works, just make sure to restart wmr and steamvr. It's not bad and could make playing on high a lot better for you. I will say that dropping it down to 60hz will reduce brightness since the pixel persistence is less than at 90mhz, so you might have to bump up the gamma. It's definitely playable at 60hz though. I actually am thinking the new rift might be pretty sweet with its 80 hz mode, however 80 isn't that much less than 90, you'd still be dropping a lot of frames. If we could get the high preset clouds on balanced settings, which you can select them, it just doesn't work which is beyond ridiculous. How do you set it to 60 hz mode?
SCG_Fenris_Wolf Posted March 23, 2019 Posted March 23, 2019 I got terribly twisted vision that way, everything will look way too small. Even with lefuneste's mod I couldn't get that corrected. Which Windows version and WMR and SteamVR version are you running 60Hz on? Maybe if we align that I can dodge that bug. 5 hours ago, SYN_Luftwaffles said: How do you set it to 60 hz mode? You can set it in the WMR software
JonRedcorn Posted March 23, 2019 Posted March 23, 2019 (edited) 1 hour ago, SCG_Fenris_Wolf said: I got terribly twisted vision that way, everything will look way too small. Even with lefuneste's mod I couldn't get that corrected. Which Windows version and WMR and SteamVR version are you running 60Hz on? Maybe if we align that I can dodge that bug. You can set it in the WMR software Not sure on the wmr version most likely latest from windows, but I had the same issue, I am on the steam vr beta latest, it changes quite frequently, like I said thouhgh I had the same issue the scale was way off, but I restarted all the software and it worked. 7 hours ago, SYN_Luftwaffles said: How do you set it to 60 hz mode? Check the headset settings on WMR, its in the quality section. Edited March 23, 2019 by JonRedcorn
=FEW=Hauggy Posted March 23, 2019 Posted March 23, 2019 I'd say shadows and extra supersampling from Nvidia Inspector to not get rid of those horrible shimmering effects at low alt.
1PL-Husar-1Esk Posted March 23, 2019 Posted March 23, 2019 (edited) Some effects like dust while ditching the plane - can reduce fps from 100+ to ~ 30 fps (check Po2). For sure AA and lots of clouds are decreasing performance. Edited March 23, 2019 by 307_Tomcat 1
JonRedcorn Posted March 23, 2019 Posted March 23, 2019 (edited) 25 minutes ago, 307_Tomcat said: Some effects like dust while ditching the plane - can reduce fps from 100+ to ~ 30 fps (check Po2). For sure AA and lots of clouds are decreasing performance. Pretty much every single particle effect in the game hammers performance, been saying this since they did the smoke from engine exhaust. DCS devs have said they figured out their terrible VR performance, from what I've heard, it being too many draw calls from their terrain engine, something similar maybe happening in il2, buildings and clutter hammer performance as well. Fly over any of the major cities and look down your fps will drop in half. On balanced this is far less. Great article here about it, https://medium.com/@toncijukic/draw-calls-in-a-nutshell-597330a85381 This is literally whats happening in il2, cpu is being overloaded and not letting the gpu do it's work. Just a tidbit from the past, but I use to own a AMD FX 8320, very low ipc cpu with lots of cores and high speed, Battlefield 4 had the new MANTLE AMD API implemented which reworked draw calls and lifted the cpu to be able to feed the gpu faster, on DX11 I would get pretty bad framerates in the 30-40 range, with the same cpu and same gpu (AMD r9 290) my frame rate was boosted into the 80-90 range. With only a change in API. Same game, same graphics, same hardware, better software. Edited March 23, 2019 by JonRedcorn
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