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VDXR vs SteamXR vs OculusXR , same resoluton (3216p), ultra preset


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chiliwili69
Posted

Interesting this CAPFRAMEX software.

If I understood correctly your three sets of tests with VirtualDesktopXR (RED), STEAMXR (GREEN)OculusXR (BLUE) :

runs.png.ccc389e65fbb22872b45451bb59525f9.png

 

The best performance (lower frametimes) is achieved with OculusXR runtime, right?

 

lengend1.thumb.png.48ca477757b0171165a37fd442ae7e12.png

 

What device? Quest3?

KookyBlimp
Posted

correct. surprisingly correct.  

worst one is VDXR, also surprsingly....

FTC_ChilliBalls
Posted

I assume that in these cases the cause is a CPU bottleneck. 

According to the Virtual Desktop developer, the app uses a more aggressive encoding profile than either Meta or Steam,

which, according to how I understand hardware encoding to work, I assume has higher associated CPU costs.

 

 

KookyBlimp
Posted
10 часов назад, FTC_ChilliBalls сказал:

I assume that in these cases the cause is a CPU bottleneck. 

According to the Virtual Desktop developer, the app uses a more aggressive encoding profile than either Meta or Steam,

which, according to how I understand hardware encoding to work, I assume has higher associated CPU costs.

 

 

you understand it wrong ;)

encoding is done on GPU.  Its just native code is better integrated

 

ASSUMPTIONS are enemy of the  knowledge ;) 

  • 2 weeks later...
FTC_ChilliBalls
Posted (edited)
On 7/18/2025 at 5:56 PM, KookyBlimp said:

you understand it wrong ;)

encoding is done on GPU.  Its just native code is better integrated

 

ASSUMPTIONS are enemy of the  knowledge ;) 

Yes, hardware encoding is mostly done by the GPU, however, it also has an associated CPU cost. 
The more aggressive the encoding profile, the more it also taxes the CPU. 

Edited by FTC_ChilliBalls
KookyBlimp
Posted

theoretically you are correct. 

but in theory practice is just as hard as theory, however in practice...

i.e. it taxes, but its pennies on a dollar and i am in no way CPU bound (i checked it:)

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