Alonzo Posted September 13, 2020 Posted September 13, 2020 Hello there! In multiplayer VR, it seems like there is a periodic 'spike' in CPU frame times which leads to a VR headset missing its usual 80 or 90 FPS target. My hardware is an 8086K @ 5.1ghz, RTX 2080, Valve Index headset. This problem has been confirmed by a few other players on different hardware and headsets, and it only seems to occur in multiplayer. Here's an example. This is the "developer frame time graph" from SteamVR, zoomed in. It shows normal CPU frame times (top) of around 5-6ms per frame. Then, a spike (large purple bar, top) to 16ms. According to SteamVR the "Application (Scene)" time is the cause. This causes/coincides with a GPU time spike also (bottom) of 14ms, and the headset goes into reprojection mode for a couple of frames (bottom, red line). If we zoom out, this is happening exactly every 5 seconds: It looks like this problem does not occur in single player, it's multiplayer only. Some other users have confirmed the problem, and we see it on different servers (Combat Box training server, Combat Box live server, Berloga dogfight server, Wings of Liberty server). I have not confirmed if this is a problem in 2D mode, just VR. One suggestion was this is HUD related, but it seems we get the same problem whether HUD is on or off. Maybe there is something else that happens every 5 seconds on a multiplayer server? More user reports and graphs in this thread on the VR forum: Thank you for your time and for the excellent game. 1 5
Alonzo Posted October 8, 2020 Author Posted October 8, 2020 As an update/bump: I have installed a fresh copy of Windows with only IL2 and SteamVR installed, to rule out third party software causing the issue. I still get the same problem. I think there is something in the multiplayer code causing the 5-second stutter. 1
GOA_AveFenix506*VR* Posted October 9, 2020 Posted October 9, 2020 I confirm this problem with my hardware ( Oculus Rift CV1 ). -Karaya- 1
E69_Qpassa_VR Posted October 9, 2020 Posted October 9, 2020 I confirm this is happening using Steam VR, multiplayer only 2 1
ECV56_Lubermatz Posted October 14, 2020 Posted October 14, 2020 As posted on VR sub-forum, I confirmed this issue too.
1CGS -DED-Rapidus Posted October 27, 2020 1CGS Posted October 27, 2020 @Alonzo, thank you, I'll look too, it turns out on any VR helmet such a problem? 1 1
Alonzo Posted October 27, 2020 Author Posted October 27, 2020 13 hours ago, -DED-Rapidus said: @Alonzo, thank you, I'll look too, it turns out on any VR helmet such a problem? Thank you Rapidus. I have a Valve Index, but other users are reporting the problem also with Oculus Rift S. Here is some testing that Chili did on Combat Box, and some testing also on Berloga server. The frame time spike is exactly every 5 seconds -- maybe in multiplayer there is some kind of periodic message from server to client that causes a CPU spike, or something else the client is doing every 5 seconds, but only in multiplayer.
Ala13_UnopaUno_VR Posted October 27, 2020 Posted October 27, 2020 Samsung odisey +,I also noticed this failure
E69_Qpassa_VR Posted October 27, 2020 Posted October 27, 2020 (edited) I think it's independent of the HMD you are using, in my case a Samsung Odyssey Edited October 27, 2020 by E69_Qpassa_VR
E69_Qpassa_VR Posted November 1, 2020 Posted November 1, 2020 8 vs 8 AI single player: Multiplayer (Wings of liberty, landed) Check the CPU Frametime graph 2 1
1CGS -DED-Rapidus Posted November 2, 2020 1CGS Posted November 2, 2020 @E69_Qpassa_VR, you need to try on similar models, missions from the liberty server is not the model version that is taken as a sample (8x8). But thanks for the idea, I'll try on the layout. 2 1
TX-Zigrat Posted February 14, 2021 Posted February 14, 2021 Any progress on this? I am having the same issue, orange spikes. In single player they seem to go away after about 30 seconds except when zooming in; iin multiplayer they keep happening just like Qpassa shows
TX-Zigrat Posted February 22, 2021 Posted February 22, 2021 Anyone still monitoring this? The issue still exists, here is a snapshot of my frametimes-- mostly OK and average frametime (71) is very close to the target (72) but "hitches" that seem to be CPU driven (I have a Ryzen 5600x) 1
ECV56_Lubermatz Posted March 28, 2021 Posted March 28, 2021 Hello, Just ended a sortie on Finnish server and this issue is still there, really noticeable and upseting. Up for a solution to come!
1CGS -DED-Rapidus Posted March 30, 2021 1CGS Posted March 30, 2021 On 2/27/2021 at 5:28 AM, TX-Zigrat said: Bump, anyone monitoring this forum? We monitor, only the question is how to create a load for testing in the sterile conditions of the stand.
ECV56_Lubermatz Posted March 31, 2021 Posted March 31, 2021 On 3/30/2021 at 3:01 AM, -DED-Rapidus said: We monitor, only the question is how to create a load for testing in the sterile conditions of the stand. Are you actually working on having a testing method for this and other issues? 1
1CGS -DED-Rapidus Posted March 31, 2021 1CGS Posted March 31, 2021 @ECV56_Lubermatz, all your questions and posts in this forum section should be carefully reviewed by me, reproduced, and passed on to the developers if the issue is confirmed and reproduced.
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