Nvidia 1060 / Stations and ASW

Hi,

Is ASW, with Nvidia 1060 inside stations just a given?

Even if I put graphic settings to VR Low, ASW still kicks in while inside stations.

I don't really want to set SS to lower than 1.0.
 
Unless you crank down your settings, I'd say the answer is "probably, yes". There's a lot of geometry around you when you're in the stations. The settings have to be fairly low to get a solid 90 fps for two eyes. :)
 
How can you tell that ASW is kicking in? Is it visually noticeable in the rendering? I thought the whole point of it was to smooth things out when the GPU can't keep up. Why would this be a bad thing?
(this is an honest question from a noob still waiting on his rift to be delivered)
 
ASW is noticeable for me: there is more shimmering and the gameplay isn't as fluid. It makes me feel slightly nauseous too!

Also the Fps is pinned to 45.

Additionally, you can use Oculus System Tray app which displays a huge overlay, which includes ASW status!
 
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How can you tell that ASW is kicking in? Is it visually noticeable in the rendering? I thought the whole point of it was to smooth things out when the GPU can't keep up. Why would this be a bad thing?
(this is an honest question from a noob still waiting on his rift to be delivered)

It sometimes represents itself as ripples, around where hud elements and the outside world overlap and you perform fast turns or just passes over sonething while it is active.
Station environments and planet are places where it can be most detectable , and this is of course the places where it is most likely to trigger.

If you know how TV's regular frame interpolation work it is quite similar to where these would have issues.
The implementation of spacewarp was a huge boost to image quality where you couldn't maintain 90fps, the old version of interpolation would present full image ghosting and blurry double vision at around 75fps.

So ASW throttles down to 45 but interpolate back up to 90, its not perfect but much better than before.
But unlike what some think is that ASW isn't a license to increase graphics settings past what you otherwise could run.

Cause some extreme cases like RES sites etc can often push your fps far below playable even with ASW active.
 
Personally I don't find ASW all that noticeable. There's a difference if you look for it. And I'm the kind of guy that gets irritated that theatrical movies are still 24 FPS, and feel like most games are running slow if it drops below 45-60 FPS. Ignoring minor visual cues, the main reason I knew ASW was running most of the time for me, was when I fired up the Oculus debug performance monitor, and saw it locking to 45 FPS.

One important distinction between ASW and the game locking to 45 versus other games running at similar speeds, is that when games barely manage to run at 45 FPS, the frame rate is very inconsistent. It'll be highly variable based on what you're looking at. Whereas with ASW, since the target framerate is actually 90, it locks to 45 when the game can't quite keep up with 90. It will run a very smooth 45 frames per second, as long as you're not taxing it to the point where it's only barely able to manage 45. So you may get 45 frames per second with performance to spare, and ASW is still providing your eyes with head-tracked 90 frames. If your settings are too high, and ED can't quite manage 45 consistently, then you'll have very obvious frame drops and stuttering.

A good way to look at it is that your view will maintain the 90 FPS when you move your head and look around, but everything happening in the game, such as ships maneuvering, will only be updating at 45. Since the other 45 frames are extrapolated and inserted between real frames, there can be some minor artifacts (errors). Some people find this distracting. To me, it's an acceptable compromise to keep some quality and detail settings tuned upward.
 
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I turn ASW on permanently in the debug tool. Cant play without it now. You get the odd shimmer here and there but its so much more immersive when you are not getting any judder.
 
Use Ctrl F and peek through your nose at the screen to see the frame rate. (Shown in bottom left corner of the mirrored 2d window) When in stations with AWS enabled a 1060 will almost certainly drop to 45fps.
You can press Ctrl numpad 1 to disable AWS. ....And see how well it holds up.

Flimley
 
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I know I'm fleapicking.
But It is not on, just enabled. And it activates when performance drop to a certain level.
You can force it to always on via debug tool and or the appropriate numb pad key combo.

Yeah exactly this.

I have experienced noticeable transition aberrations when going from non warp to warp hence my reason for forcing it on.
 
I know I'm fleapicking.
But It is not on, just enabled. And it activates when performance drop to a certain level.
You can force it to always on via debug tool and or the appropriate numb pad key combo.

Well you can force it to 45 fps would be a more accurate statement, but that too would be fleapicking.
 
isn' t that really sloppy programming?
The only time when Elite dangerous' Cobra engine is able to maintain 90 frames in VR on a premium high end machine is when it renders empty space.
Planets and stations are way too demanding for what they are.
 
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isn' t that really sloppy programming?
The only time when Elite dangerous' Cobra engine is able to maintain 90 frames in VR on a premium high end machine is when it renders empty space.
Planets and stations are way to demanding for what they are.

No its not sloppy programming. Its not unique to the Cobra engine. Pretty much all VR titles have issues maintaining 90fps.

Maintaining frame rates on ultra high resolution single/multi monitor setups has always been attained through parallel GPU processing (SLI/XFIRE).

This however introduces latency (because of the bridge) that exceeds the threshold required for HMD rendering.

Nvidia developed VRWorks consisting of (amongst a suite of other APIs) Simultaneous Multi Projection and Lens Matched Shading to enable single GPU solutions to meet the demand placed on them for 90hz rendering.

Oculus developed Async Timewarp to defeat orientation latency and then later on Async Spacewarp built on that by adding Asynchronous Reprojection.

Foveated rendering and eye tracking are the next leaps forward to enable high fidelity graphics from a single card solution.

Consumer grade single GPU solutions are still a way off being able to deliver the brute horsepower required that is why there is so much software voodoo required in the render pipeline at the current point in time.
 
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No its not sloppy programming. Its not unique to the Cobra engine. Pretty much all VR titles have issues maintaining 90fps.

QUOTE]

I have found that Lone Echo, Robo Recall as examples run at 90 fps pretty much all the time, but they are native VR. Both the are set to max everything. The reason I say "pretty much" is there is the occasional drop by 2 or 3 frames. But, since this occurs at PD 1 as well as PD 2 and seems to have no pattern that would be attributed to work load, I think it might be an ATW phenomena. Close as dam is to swearing though, so love my 1080ti for that.
 
No its not sloppy programming. Its not unique to the Cobra engine. Pretty much all VR titles have issues maintaining 90fps.

QUOTE]

I have found that Lone Echo, Robo Recall as examples run at 90 fps pretty much all the time, but they are native VR. Both the are set to max everything. The reason I say "pretty much" is there is the occasional drop by 2 or 3 frames. But, since this occurs at PD 1 as well as PD 2 and seems to have no pattern that would be attributed to work load, I think it might be an ATW phenomena. Close as dam is to swearing though, so love my 1080ti for that.

They don't, not without scaling back considerably, and I'm not talking about load jitters either.
It's is mostly that games like elite where you are in a stationary element moving very fast in the game world, you notice ASW artefacts a lot more than these other titles.
 
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