SCG_Wulfe Posted June 9, 2020 Posted June 9, 2020 (edited) Is anyone else finding this? I've managed to get a solid 75-90 FPS with MSAA x2 and SS at 130% on an Odyssey + (1648x2068 per eye). It looks really good. But try as a might, even while my frame-rate looks solid, I am getting this bizzare stutter in the motion of everything as it moves past my plane. It is most noticeable when tracking a zoomed contact or watching the ground while maneuvering hard through rolls and pitch changes. The strange thing is that if I disable AA, my frames go to 82-90, the stuttering is completely gone and motion feels glassy smooth. Obviously I miss the pretty/helpful MSAA visuals though. What is going on here? I know a fellow squad member mentioned the same issue and he is running at pretty much a steady 90 FPS. Has anyone else experienced or solved this yet? Edited June 9, 2020 by SCG_Wulfe 2
Ala13_UnopaUno_VR Posted June 9, 2020 Posted June 9, 2020 25 minutes ago, SCG_Wulfe said: ¿Alguien más está encontrando esto? Logré obtener un sólido 75-90 FPS con MSAA x2 y SS al 130% en una Odyssey + (1648x2068 por ojo). Se ve muy bien. Pero intente con todas mis fuerzas, incluso mientras mi velocidad de fotogramas se ve bien, estoy haciendo que este bizarro tartamudeo al movimiento de todo mientras pasa mi avión. Es más notable cuando se rastrea un contacto con zoom o se observa el suelo mientras se maniobra con fuerza a través de los cambios de balance y cabeceo. Lo extraño es que si desactivo AA, mis cuadros van a 82-90, la tartamudez desaparece por completo y el movimiento se siente vidrioso. Obviamente, extraño las bonitas y útiles imágenes de MSAA. ¿Que esta pasando aqui? Sé que un miembro del escuadrón mencionó el mismo problema y está corriendo a una velocidad constante de 90 FPS. ¿Alguien más ha experimentado o resuelto esto todavía? I have been doing spotting tests and settings for 3 hours, it is 03 at night ^^. I have the same sensations as you, with my odissey + at 120% ss, without antialiasing the image looks perfect 80/90 fps constant and clean, at the time I put MSAA x2, the frames drop to 70-80-85 / 90 and I notice stuttering especially when I start a turn with the plane. [KEY = graphics] 3dhud = 0 adapter = 0 bloom_enable = 0 canopy_ref = 0 desktop_center = 1 detail_rt_res = 1024 draw_distance = 0.54500 far_blocks = 0 fps_counter = 1 fps_limit = 0 full_height = 1080 full_width = 1920 fullscreen = 0 gamma = 1.00000 grass_distance = 0.00000 hdr_enable = 0 land_anisotropy = 2 land_tex_lods = 2 max_cache_res = 1 max_clouds_quality = 2 mgpu_compatible = 0 mirrors = 2 msaa = 0 multisampling = 0 or_ca = 0.00238 or_dummy = 0 or_enable = 1 or_height = 1992 or_hud_rad = 0.85000 or_hud_size = 1.00000 or_ipd = 0.06330 or_sipdc = -0.30000 or_width = 1588 post_sharpen = 1 preset = 2 prop_blur_max_rpm_for_vr = 155 rescale_target = 1.00000 shadows_quality = 0 ssao_enable = 0 stereo_dof = 5.00000 vsync = 0 win_height = 1080 win_width = 1920 [END] GTX1070, I7 4,4Ghz OC, 32Ram 1
[CPT]Crunch Posted June 9, 2020 Posted June 9, 2020 Whats it do in FSAA? Find mine runs a bit faster and very smooth in 4 FSAA, and the overall image has less jagged straight edges, like bridges and such. I find no real loss of spotting ability in FSAA compared to MSAA, the distant contact pick ups are good even against the ground. Did get bad stutters low to the ground like stuff was constantly loading in MSAA, especially in built up areas despite the frame rates being quite high. Seems to me the combination of SS via steam and base settings in game are easy to overdo, once you pass a certain threshold you start getting a rapidly diminished image, like it's getting damaged or blurred with jaggies showing at the pixel level. Used to get as much quality as you could push your card into by cranking the resolution up through SS, but that's no longer the case. I'd say the real strong suit of an Odyssey right now is the colors, if you get the image fairly clean and clear the colors are to die for, with the lighting and shadows. It's that which has made tracking in a fight amazingly good compared to anything prior. 1
ACG_Orb Posted June 9, 2020 Posted June 9, 2020 This is my main problem since the update. This issue isn't really being discussed in the wider IL2 community, so I fear it will be swept under the carpet. Had no problem running my reverb at 90hz with highish settings before. I've now turned the graphics down and run it at 60Hz. Not a happy bunny at all! 1
Pict Posted June 9, 2020 Posted June 9, 2020 22 minutes ago, ACG_Orb said: This issue isn't really being discussed in the wider IL2 community, so I fear it will be swept under the carpet. Not sure if it's exactly the same issue, but the info in this thread really helped me reduce any stuttering to virtually zero. 1
SCG_Wulfe Posted June 9, 2020 Author Posted June 9, 2020 Thanks for the tips, I'll give this a try. Though his mention of AA shimmering on roads etc is not what I'm talking about. It's like it's dropping frames and the whole world stutters even though the frame-rate is high. 1
cmorris975 Posted June 9, 2020 Posted June 9, 2020 (edited) I have this issue as well with my Rift CV1. It doesn't really matter what settings I am using as far as FSAA, MSAA, etc., or anything else. My FPS can be at or near 90 and it will still do it. Roll the aircraft and watch the wing, or have a plane fly past and it will do this even if the FPS is at or close to maximum. Not sure what it is. I just chalked it up to my system being not fast enough. Edited June 9, 2020 by cmorris975
SCG_Wulfe Posted June 9, 2020 Author Posted June 9, 2020 (edited) 17 minutes ago, ironk79 said: whats your gras setting? I currently have grass turned off. I was doing some reading and it seems that this problem became common in the DCS community after they switched to deferred rendering. Specifically the micro-stutters when using any AA. It seems many there have had success switching on MFAA in their NVIDIA settings in conjunction with MSAA in game. Supposedly it optimizes and streamlines MSAA calculation and can speed things up and solve this. I'll give it a shot when I get home, though I don't have super high hopes. I have a sinking feeling that I will just have to continue to run with no AA. At least the game looks just as good as it used to and runs glassy smooth this way. 28 minutes ago, cmorris975 said: I have this issue as well with my Rift CV1. It doesn't really matter what settings I am using as far as FSAA, MSAA, etc., or anything else. My FPS can be at or near 90 and it will still do it. Roll the aircraft and watch the wing, or have a plane fly past and it will do this even if the FPS is at or close to maximum. Not sure what it is. I just chalked it up to my system being not fast enough. Has it always done this, or just recently after the switch to deferred rendering? Does this occur with AA off as well or only with it turned on? Edited June 9, 2020 by SCG_Wulfe
ironk79 Posted June 9, 2020 Posted June 9, 2020 ok, just wanted to make sure since gras caused exactly the effect of slightly stuttery despite showing 90fps. I just recently went back to il2, also tried the different AA settings. To me the best compromise is no AA but good (not to high) SS setting.
cmorris975 Posted June 9, 2020 Posted June 9, 2020 (edited) 4 hours ago, SCG_Wulfe said: I currently have grass turned off. I was doing some reading and it seems that this problem became common in the DCS community after they switched to deferred rendering. Specifically the micro-stutters when using any AA. It seems many there have had success switching on MFAA in their NVIDIA settings in conjunction with MSAA in game. Supposedly it optimizes and streamlines MSAA calculation and can speed things up and solve this. I'll give it a shot when I get home, though I don't have super high hopes. I have a sinking feeling that I will just have to continue to run with no AA. At least the game looks just as good as it used to and runs glassy smooth this way. Has it always done this, or just recently after the switch to deferred rendering? Does this occur with AA off as well or only with it turned on? It does it not matter what settings I am using. It does it if I lock the frame rate at 45. I have had a hard time with IL2 VR the entire time I’ve owned the game, but this “ghosting” of planes, or judder, even when at 85-90 FPS, is more evident now it seems. I have spent so much time playing with settings that the game has become more about trying to get it to perform smoothly than actually playing it. May sound strange, but it’s the truth. Sometimes it works great and that is what makes it so confounding and laborious. 4 hours ago, ironk79 said: ok, just wanted to make sure since gras caused exactly the effect of slightly stuttery despite showing 90fps. I just recently went back to il2, also tried the different AA settings. To me the best compromise is no AA but good (not to high) SS setting. That works best for me as well. Edited June 9, 2020 by cmorris975 1
Floppy_Sock Posted June 9, 2020 Posted June 9, 2020 (edited) How are you measuring frame rate? Are you using the in game frame rate monitor?? If so, you need to be looking at frame times. Most frame rate counters are integrating to some degree - meaning that one slow frame won’t noticeably affect the displayed frame rate but it will be very noticeable in game. If you’re in VR, you can simply overlay the performance graph on your hud. Alternatively, might I recommend downloading something like rivatuner statistic server that’s included with MSI afterburner. Using that, you can overlay your frame times instead of an averaged frame rate. It will show you much better where the stutters are coming from. See the following video for more detail. RTSS can be very helpful with reducing stutters. (Yes this for battlefield but the same concepts apply to any game) Edit: The most relevant section of this video beings at about the 3:15 mark if you want to skip the intro and preamble. Also at the 6:15 mark you can see how RTSS frame time limiter works. Those of you playing on higher refresh rate monitors might want to consider using RTSS to stabilize your frame times instead of the in game vsync. Yes, you will get one frame of input delay but at 100hz or above you’ll barely notice that and the super low input delay isn’t critical in this game and your experience will be much much smoother. I find that the HUD generates a consistent dropped frame about once a second or so. Furthermore, there’s something borked about the way textures are preloaded. Turning your head often generates some slow frames because (and this is pure speculation) the engine is loading textures. This was improved a few patches ago but it’s till not perfect. Edited June 9, 2020 by Floppy_Sock 2
SCG_Wulfe Posted June 9, 2020 Author Posted June 9, 2020 Intere 2 hours ago, Floppy_Sock said: How are you measuring frame rate? Are you using the in game frame rate monitor?? If so, you need to be looking at frame times. Most frame rate counters are integrating to some degree - meaning that one slow frame won’t noticeably affect the displayed frame rate but it will be very noticeable in game. If you’re in VR, you can simply overlay the performance graph on your hud. Alternatively, might I recommend downloading something like rivatuner statistic server that’s included with MSI afterburner. Using that, you can overlay your frame times instead of an averaged frame rate. It will show you much better where the stutters are coming from. See the following video for more detail. RTSS can be very helpful with reducing stutters. (Yes this for battlefield but the same concepts apply to any game) Edit: The most relevant section of this video beings at about the 3:15 mark if you want to skip the intro and preamble. Also at the 6:15 mark you can see how RTSS frame time limiter works. Those of you playing on higher refresh rate monitors might want to consider using RTSS to stabilize your frame times instead of the in game vsync. Yes, you will get one frame of input delay but at 100hz or above you’ll barely notice that and the super low input delay isn’t critical in this game and your experience will be much much smoother. I find that the HUD generates a consistent dropped frame about once a second or so. Furthermore, there’s something borked about the way textures are preloaded. Turning your head often generates some slow frames because (and this is pure speculation) the engine is loading textures. This was improved a few patches ago but it’s till not perfect. Very interesting, I will definitely check this out. Does RTSS work in VR?
Floppy_Sock Posted June 9, 2020 Posted June 9, 2020 (edited) @SCG_Wulfe yes but generally not necessary since most stutters in vr come when the minimum frame time isn’t met. Steamvr does a pretty good job supplying a smooth experience so long as you’re not getting delayed frames. (Which this game is full of) The post below is from before the patch that improved the rendering pipeline take a look at that to get an idea of what I’m talking about in il2 specifically. You can, even with a relatively idle system, have dropped frames for some reason. I think many of those are from the HUD, especially in multiplayer. See my earlier post about it here: Edited June 9, 2020 by Floppy_Sock 1
cmorris975 Posted June 9, 2020 Posted June 9, 2020 3 hours ago, Floppy_Sock said: How are you measuring frame rate? Are you using the in game frame rate monitor?? If so, you need to be looking at frame times. Most frame rate counters are integrating to some degree - meaning that one slow frame won’t noticeably affect the displayed frame rate but it will be very noticeable in game. If you’re in VR, you can simply overlay the performance graph on your hud. Alternatively, might I recommend downloading something like rivatuner statistic server that’s included with MSI afterburner. Using that, you can overlay your frame times instead of an averaged frame rate. It will show you much better where the stutters are coming from. See the following video for more detail. RTSS can be very helpful with reducing stutters. (Yes this for battlefield but the same concepts apply to any game) Edit: The most relevant section of this video beings at about the 3:15 mark if you want to skip the intro and preamble. Also at the 6:15 mark you can see how RTSS frame time limiter works. Those of you playing on higher refresh rate monitors might want to consider using RTSS to stabilize your frame times instead of the in game vsync. Yes, you will get one frame of input delay but at 100hz or above you’ll barely notice that and the super low input delay isn’t critical in this game and your experience will be much much smoother. I find that the HUD generates a consistent dropped frame about once a second or so. Furthermore, there’s something borked about the way textures are preloaded. Turning your head often generates some slow frames because (and this is pure speculation) the engine is loading textures. This was improved a few patches ago but it’s till not perfect. Thanks for this post. It clarifies my understanding of the in game FPS counter. I have used OTT to watch dropped frames, so I know what you mean. I think my PC is just not fast enough and that is the real issue. I was going to upgrade my CPU and GPU, but since the new Intel chips are just about to proliferate into new desktops and the 3000 series Nvidia chips are right around the corner, I’m just going to have to endure some judder for a few months. Thanks again.
SCG_Wulfe Posted June 9, 2020 Author Posted June 9, 2020 15 minutes ago, Floppy_Sock said: @SCG_Wulfe yes but generally not necessary since most stutters in vr come when the minimum frame time isn’t met. Steamvr does a pretty good job supplying a smooth experience so long as you’re not getting delayed frames. (Which this game is full of) Gotcha, thanks. I will toy with this tonight.
Floppy_Sock Posted June 9, 2020 Posted June 9, 2020 1 minute ago, SCG_Wulfe said: Gotcha, thanks. I will toy with this tonight. I edited my previous post a lil late. If you get intermittent, steady, dropped frames, (Like what’s in the linked post in my edit) - try disabling the hud If every frame is late - you’re asking too much of your rig - dial back the settings a bit If it’s somewhere in the middle - you’re going to have to dial things back gently. My best recommendation there is to try to figure out where you’re bottlenecking - aka cpu or cpu. If it’s gpu, maybe dial back your super sampling a bit. If it’s CPU your options are a little more limited.
SCG_Wulfe Posted June 9, 2020 Author Posted June 9, 2020 1 minute ago, Floppy_Sock said: I edited my previous post a lil late. If you get intermittent, steady, dropped frames, (Like what’s in the linked post in my edit) - try disabling the hud If every frame is late - you’re asking too much of your rig - dial back the settings a bit If it’s somewhere in the middle - you’re going to have to dial things back gently. My best recommendation there is to try to figure out where you’re bottlenecking - aka cpu or cpu. If it’s gpu, maybe dial back your super sampling a bit. If it’s CPU your options are a little more limited. Ya, I'm not using a hud. It's only with MSAA or FXAA on. If I run without AA, its absolutely smooth. With AA the reported frame-rate looks solid at 70 + in game, but I will verify frame timing with RivaTuner. That said, I've tried decreasing other settings or SS in combo with including AA and its the same every time. If performance is the problem, then it's simply that any amount of AA puts it over the top. I am wondering if my CPU overclock might be pushing the edge. It's a 9600k at 5.1 and I was getting intermittent crashes before I gave it more voltage. With the recent IL2 updates having decreased workload on the CPU, maybe I should try lowering the overclock a bit?
Floppy_Sock Posted June 9, 2020 Posted June 9, 2020 (edited) I don’t think your overclock is causing it. If anything it’s giving you headroom on your CPU. Are you using steamvr? If so - I can recommend fpsvr - it’s like 2 dollars on the steam store. It’s super helpful for debugging and has a much less invasive hud that you can tuck in the corner of the cockpit and it will stay there (it doesn’t follow the head position when you look around - it’s fixed in “virtual space.”) It shows both cpu and gpu loads and frame times from each. Super helpful in telling where you’re struggling with performance. I think OTT can do some similar stuff but I’m not sure of its capabilities. Though if you say that it only comes when adding some form of anti-aliasing, that, at least intuitively, makes me think you’re just loading your GPU too much. Especially after the last patch, which dumped more work on the GPU to free up the CPU, you might want to try to fiddle with your SS if you want to add MSAA. I’m using an index (same panel resolution as you) and with my rig, I cannot push any form of in game AA + supersampling. I’ve resorted to using true native 1440x1600 render resolution and 4xMSAA because it makes the spotting so much better at medium range. I just suck up the blurry gauges and sub par IDing for smooth experience, especially in multiplayer. So - maybe try to dial the super sampling back a tad to balance the additional load of the antialiasing algorithm. That would be my first try. Edited June 9, 2020 by Floppy_Sock 1
Ala13_UnopaUno_VR Posted June 9, 2020 Posted June 9, 2020 Msaa x2 SS- 120% Blurred ...dont like this, i prefer no AA , clean imagen + estable frames. Wolfe what do y think?
Alonzo Posted June 10, 2020 Posted June 10, 2020 4 hours ago, SCG_Wulfe said: I am wondering if my CPU overclock might be pushing the edge. It's a 9600k at 5.1 and I was getting intermittent crashes before I gave it more voltage. With the recent IL2 updates having decreased workload on the CPU, maybe I should try lowering the overclock a bit? I backed mine down from 5.0 to 4.9 and reduced the OC on my graphics card a bit too. With the new engine I don’t think the last 100mhz makes as much difference as previously, so if you’re in any doubt, I would reduce the OC a little bit.
VR-DriftaholiC Posted June 10, 2020 Posted June 10, 2020 (edited) There's some snake oil in this thread. You already limit frames in VR to the refresh rate. I've read in sources from Nvidia that MFAA isn't a driver override and needs to be enabled by developers. Every time I've experienced stutter it's CPU late start. I don't think you can solve it by changing graphics settings, lord knows I've tried. You can see this if you check your advanced frame timing. Edited June 10, 2020 by VR-DriftaholiC
firdimigdi Posted June 10, 2020 Posted June 10, 2020 (edited) 3 hours ago, VR-DriftaholiC said: I've read in sources from Nvidia that MFAA isn't a driver override and needs to be enabled by developers. Oh yeah - I finally got around to comparing. MSAAx2 - MFAA disabled MSAAx2 - MFAA enabled Observe the cable when juxtaposed over the column with the "A" stenciled on it. Also note the lines of the building right under the window. IMO it's even more visible when in motion as it uses multiple frames. My take is that either they have enabled it or the method nvidia uses has changed since the initial reports as I do remember having seen game profiles that do not allow MFAA. Edited June 10, 2020 by Firdimigdi
firdimigdi Posted June 10, 2020 Posted June 10, 2020 (edited) Yeah, if I am not mistaken all cards from Maxwell generation upwards support it and yes it's in the nvidia control panel. Edited June 10, 2020 by Firdimigdi
SCG_Wulfe Posted June 10, 2020 Author Posted June 10, 2020 (edited) Well, I spent hours last night playing with settings and trying all suggestions in this thread. Even tried down-clocking to 4.9. It was marginally (and I mean marginally) better when I used RivaTuner to limit framerate to 60hz. However, there was still much more micro-stutter than I would like to tolerate. I also tried again to mess with FXAA and while setting it at 2x also reduced the microstutter somewhat, it was still more than I was comfortable with and I don't even know if I'd give it the edge for visuals. For me with an Odyssey + and 9600k at 5.1 and a non 'ti' gtx 1080, the best, most competitive settings are AA off and steam super-sampling at 140%. Its unfortunate as I would love to take advantage of the beautiful visuals and spotting allowed by even 2x MSAA, but the micro-stutters even with high frame rates are just too uncomfortable and actually compromise my ability to ID due to the ghosting they introduce. Edited June 10, 2020 by SCG_Wulfe
firdimigdi Posted June 10, 2020 Posted June 10, 2020 I assume you have compared this on the monitor and the stutter with the same settings is not there so it's a VR-only issue for you?
Ala13_UnopaUno_VR Posted June 10, 2020 Posted June 10, 2020 1 hour ago, SCG_Wulfe said: Bueno, anoche pasé horas jugando con la configuración y probando todas las sugerencias en este hilo. Incluso trató de bajar el reloj a 4.9. Fue marginalmente (y quiero decir marginalmente) mejor cuando utilicé RivaTuner para limitar el framerate a 60hz. Sin embargo, todavía había mucho más micro tartamudeo de lo que me gustaría tolerar. También intenté volver a meterme con FXAA y, aunque lo configuré en 2x, también reduje un poco el microespacio, aún era más de lo que me sentía cómodo y ni siquiera sé si le daría ventaja para las imágenes. Para mí, con una Odyssey + y 9600k a 5.1 y una no 'ti' gtx 1080, los mejores y más competitivos ajustes son AA apagado y supermuestreo de vapor al 140%. Es desafortunado ya que me encantaría aprovechar las hermosas imágenes y las manchas permitidas incluso por 2x MSAA, pero los micro tartamudeos incluso con altas velocidades de cuadros son demasiado incómodos y realmente comprometen mi capacidad de identificación debido al efecto fantasma que introducen. Mirror, same for me ... Next level GPU 11gB ( ti) and reverb G2....
ACG_Orb Posted June 12, 2020 Posted June 12, 2020 On 6/9/2020 at 9:26 PM, Floppy_Sock said: @SCG_Wulfe yes but generally not necessary since most stutters in vr come when the minimum frame time isn’t met. Steamvr does a pretty good job supplying a smooth experience so long as you’re not getting delayed frames. (Which this game is full of) The post below is from before the patch that improved the rendering pipeline take a look at that to get an idea of what I’m talking about in il2 specifically. You can, even with a relatively idle system, have dropped frames for some reason. I think many of those are from the HUD, especially in multiplayer. See my earlier post about it here: Are you able to see the stats inside your HMD? Ive got it working ok on the monitor screen, but it wont display in VR. Been unable to find a solution online either (moving the text location/adjusting size etc).
Floppy_Sock Posted June 12, 2020 Posted June 12, 2020 @ACG_Orb using fpsvr? Yes there is an in game overlay you can enable and lock to a fixed position. i think the steamvr frametime graph cannot be fixed in virtual space - it’s locked to your hmd so it follows you around while you move your head. It’s super intrusive while playing in multi.
wju Posted June 12, 2020 Posted June 12, 2020 fpsVR has now a hotkey to start/stop recording every single frametime, both CPU&GPU 1
ACG_Orb Posted June 13, 2020 Posted June 13, 2020 5 hours ago, Floppy_Sock said: @ACG_Orb using fpsvr? Yes there is an in game overlay you can enable and lock to a fixed position. i think the steamvr frametime graph cannot be fixed in virtual space - it’s locked to your hmd so it follows you around while you move your head. It’s super intrusive while playing in multi. No, RTSS.... For monitoring frame timing etc..
Floppy_Sock Posted June 13, 2020 Posted June 13, 2020 @ACG_Orb unfortunately no - I don't think you can overlay it to your HMD. 1
Floppy_Sock Posted June 13, 2020 Posted June 13, 2020 @ACG_Orb I must admit that when I wrote my initial response I forgot I was on the VR forums for some reason so it was a little silly / stupid of me to mention RTSS since it's really a tool for 2D users. I don't know what VR hardware you're using but if you use steamvr / steam in general I highly recommend FPSvr. https://store.steampowered.com/app/908520/fpsVR/ It will give you substantially more information about your frame times than RTSS. More specifically, it will tell you if you're CPU or GPU bottlenecked when it comes to frametimes. It can be overlayed in your headset nicely. (it's $4) If you're not interest in paying, the advance frametime graph in steamvr can give you the same information with even more detail but I find that the HMD overlay is intrusive and actually can an impact on your performance since it's rendering the entire figure in your HMD. https://developer.valvesoftware.com/wiki/SteamVR/Frame_Timing But, it can be a nice way to at least get an idea, if it will record up to 2000 frames if you drag the bar at the bottom out and when you see stutters in game, just briefly take a peek at it on your monitor to get an idea where you're rig is struggling and adjust your settings accordingly.
ACG_Orb Posted June 13, 2020 Posted June 13, 2020 46 minutes ago, Floppy_Sock said: @ACG_Orb I must admit that when I wrote my initial response I forgot I was on the VR forums for some reason so it was a little silly / stupid of me to mention RTSS since it's really a tool for 2D users. I don't know what VR hardware you're using but if you use steamvr / steam in general I highly recommend FPSvr. https://store.steampowered.com/app/908520/fpsVR/ It will give you substantially more information about your frame times than RTSS. More specifically, it will tell you if you're CPU or GPU bottlenecked when it comes to frametimes. It can be overlayed in your headset nicely. (it's $4) If you're not interest in paying, the advance frametime graph in steamvr can give you the same information with even more detail but I find that the HMD overlay is intrusive and actually can an impact on your performance since it's rendering the entire figure in your HMD. https://developer.valvesoftware.com/wiki/SteamVR/Frame_Timing But, it can be a nice way to at least get an idea, if it will record up to 2000 frames if you drag the bar at the bottom out and when you see stutters in game, just briefly take a peek at it on your monitor to get an idea where you're rig is struggling and adjust your settings accordingly. Cool, I'll look at this software. Something's seriously going Pete Tong with my setup. I tried WoL server earlier (first time since update) and it ran like a dog. I'll take some readings with that app to try and understand what's going on.
ACG_Orb Posted June 13, 2020 Posted June 13, 2020 50 minutes ago, Floppy_Sock said: @ACG_Orb what're your hardware specs / hmd? @Floppy_Sock i7 8700, 1080ti, 32gb Ram, Reverb. All of which were perfectly adequate pre-update.
Floppy_Sock Posted June 13, 2020 Posted June 13, 2020 @ACG_Orb When you get change to test, post a screenshot of your results from fpsvr / advance frame times as well as your in game settings. I have a sneaking suspicion that the new update is probably hitting your gpu much harder and it's struggling to keep up? When you say patch, you're talking about the render change patch or the most recent?
ACG_Orb Posted June 13, 2020 Posted June 13, 2020 2 minutes ago, Floppy_Sock said: @ACG_Orb When you get change to test, post a screenshot of your results from fpsvr / advance frame times as well as your in game settings. I have a sneaking suspicion that the new update is probably hitting your gpu much harder and it's struggling to keep up? When you say patch, you're talking about the render change patch or the most recent? @Floppy_Sock Yes, you're probably right. I can see 1CGS is going to cost me a lot of cash to get back up to speed I was referring to the deferred shading update. Will post results when I sort them. Thanks for your help!
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