Jump to content

Naval battle, performance issues in VR


Recommended Posts

GallopingATAT
Posted

I'm creating a coop mission that revolves around a destroyer naval battle. Fighters clash overhead, bombers bomb the destroyers, destroyers battle each other and shoot flak. When I test the mission on my monitor performance is great. However I fly exclusively in VR and when tested the performance is choppy and stutters. When I removed all destroyer ships the VR performance is back to normal. I guess i'm wondering what are good tips when making missions to keep performance up in VR and how to keep this mission idea alive without sacrificing the entire naval battle. I have a 2080/8700k for hardware so i'm guessing there are engine/netcode/VR limitations but I wanted to check with you mission makers out there.

Posted

You have to build to a lower standard (generally) for VR - which is why I don’t (and never will) build with VR in mind.

 

Posted

Additionally, see this post -> 

 

 

GallopingATAT
Posted

Reading both of your posts it sounds like there are VR limitations and that destroyers are rough on performance alongside other variables. Thanks for the help!

Posted
21 minutes ago, GallopingATAT said:

Reading both of your posts it sounds like there are VR limitations and that destroyers are rough on performance alongside other variables. Thanks for the help!

 

Tracers can be especially costly if there are too many.

Posted
On 10/1/2020 at 1:36 PM, Gambit21 said:

You have to build to a lower standard (generally) for VR - which is why I don’t (and never will) build with VR in mind.

 

On 10/1/2020 at 2:05 PM, GallopingATAT said:

Reading both of your posts it sounds like there are VR limitations and that destroyers are rough on performance alongside other variables. Thanks for the help!

 

It's not exactly that VR has limitations, it's that it has much more exacting performance requirements. The CPU needs to be able to hit 80, 90 or more frames per second, and it needs to send geometry data to the GPU twice instead of once. So there's a giant reduction in available time for the mission AI and other stuff if you're in VR, and if you drop below the 80 or 90 FPS then players instantly notice. Pancake players notice the drop from 80 to 60 FPS a lot less.

 

I'd be very surprised if anyone was running flat screen 144hz with complex missions in IL2. The engine just doesn't have enough CPU headroom for that.

Posted
22 minutes ago, Alonzo said:

 

 

It's not exactly that VR has limitations, it's that it has much more exacting performance requirements. The CPU needs to be able to hit 80, 90 or more frames per second, and it needs to send geometry data to the GPU twice instead of once. So there's a giant reduction in available time for the mission AI and other stuff if you're in VR, and if you drop below the 80 or 90 FPS then players instantly notice. Pancake players notice the drop from 80 to 60 FPS a lot less.

 

Yes - which all amount to limitations from a build standpoint. ;)

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...