VR Framerate Upgrades and Software

And herein lies the reason for this post. Can higher res HMDs actually run at 90FPS in - Space Stations, Planet Ports, Res Sites with details set above Low cartoon? ASW is OK as long as you dont move too much, but when your glancing around it judders and stutters. My experience is def at the Good end but not in beautiful places like Felicity Farseers place at Deciat. I am torn between the added benefits of wider FOV, clearer text/images and less SDE vs more 45fps

Based on this post

https://forums.frontier.co.uk/showthread.php/472159-Elite-Dangerous-Pimax-5K-benchmarks-with-1080ti

I would say no. This guy has a 1080ti and the closest he got to hitting 90 everywhere was low FOV on VR Low. At any of the wider FOVs you're looking at less than 90 outside of supercruise. Granted, he did use the stock VR presets which are pretty bad.
 
90 FPS with clarity and detail is a myth... six HMDs and 2080ti and I’m not even close to getting it where I want it. I’ve said it before... FDEV need to sort out their end!
 
And herein lies the reason for this post. Can higher res HMDs actually run at 90FPS in - Space Stations, Planet Ports, Res Sites with details set above Low cartoon? ASW is OK as long as you dont move too much, but when your glancing around it judders and stutters. My experience is def at the Good end but not in beautiful places like Felicity Farseers place at Deciat. I am torn between the added benefits of wider FOV, clearer text/images and less SDE vs more 45fps

"Glancing around" is in my opinion not a problem. This from the guy who played FO4VR on release, and we all know what a dumpster fire that was. Problem is with tracking controllers, and some movement of objects in game. With controllers it is blatantly visible - they "skip" (althought truth be told with SteamVR motion smooting (or Rift's ASW) it really seems buttery smooth. In my experience (YMMV), as long as the game is doing above 45 fps, it's very much playable. I don't play competitively in VR though. As for Elite, you will see some artifacting in station services menu, but apart from that it is pretty much playable on Pimax. And I would choose bigger sweetspot and greater sharpness / text legibility of pimax over the vive nice colours with abysmall sweetspot and lens flares anyday (SDE doesn't bother me at all).
 
NSA mainframes cannot maintain the refresh rate in HMD's while running ED at Ultra.

11GB VRAM filled :D What's doing the engine at resource zones, mining bitcoins in secrecy for Frontier? LOL
 
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90 FPS with clarity and detail is a myth... six HMDs and 2080ti and I’m not even close to getting it where I want it. I’ve said it before... FDEV need to sort out their end!

Yup, totally this. A 2014's game with 2019's top-end hardware performing this poorly is just hilarious. Not to mention it's not realistic asking for this range of hardware (and its pricing) even to a so called "niche" player fraction.

This is called deficient software optimization, period.

This drove me nuts when I was tuning my graphics settings. Just realize a significant portion of people can't seem to tell between ASW and true 90 fps.

I think this is fairly easy to figure out. After a few minutes of gameplay once the "wow" sensation has faded most players will be heavily focusing in the HUD and the center part of the screen while missing mostly (even all) of the periphery, so the low framerates wouldn't be a problem, plus most of the time there's not much to display (thus to pay attention to) in the surroundings and there should be little light in the environment.
 
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I just built a PC having gamed on consoles for many years in December. i7 8700k, 16gb Corsair Vengence 3200 ram, EVGA RTX 2070 XC Ultra, Samsung 1tb 970 Evo NVMe drive on a MSI MPG Z390 Gaming Edge AC. I also equipped myself with a rift headset.

It was an expensive setup (at least I think so), that graphics card alone ran me to well over £500 alone. I figured I want it to last and spent as much as I could manage. With VR ultra and 1.5 HMD I see same issues. In stations sometimes it drops to 45fps, in res sites it drops to 45fps. I still find it very enjoyable to play in VR but I dread to think just what kind of hardware is needed to hit solid 90 in all situations. Would love to hear from others who are managing it and their settings which don’t degrade the visuals too much.

Note for validating the fps I am running the geforce fps counter overlay, it shows on my monitor in the client window. I can tell sometimes when its happening (usually outside of battle engagement as you focus on other things when you are being shot at) but generally I am not reaching to turn HMD down and just play through it. I did expect a little more from this setup.
 
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Note for validating the fps I am running the geforce fps counter overlay, it shows on my monitor in the client window. I can tell sometimes when its happening (usually outside of battle engagement as you focus on other things when you are being shot at) but generally I am not reaching to turn HMD down and just play through it. I did expect a little more from this setup.

You would be a bit better off with a used 1080Ti instead of that RTX "overpriced devkit". It was heavily discussed on this forum, too. HOWEVER, the improvement would not be so drastic, around 16%, and now you're future proof for DLSS when it comes to more games. So it will pay off, eventually. Pimax recently introduced beta fixed foveated rendering supported only on RTX cards, maybe other headsets will follow suit?

Again, this is a solid gaming machine! Don't be dissapointed just because mediocre Elite performance. Elite does a shoddy job optimisation wise, especially so in VR. Your card is only 16% slower than the fastest card on the market before rtx launch :) Enjoy it, I am sure you will be able to crank many games up to 11.

As a seasoned VR user I can recommend two things:
  1. Get yourself a copy of fpsVR (10% off on steam currently, woo hoo :D)
  2. use it to optimise the hell out of your games
  3. stop counting fps afterwards

While #3 can be counter-intuitive, there are systems (ASW / Motion smoothing) which deal with low performance in games, and for the most part it works pretty well. Just ensure you don't have that disabled :) They lock the framerate to 45 (usually) and inject "missing" frames by computation. It ensures your head motions translate well to game world, thus avoiding nausea.

Find a compromise which suits you wrt. settings, and stick with it :) Some like shadows, some like view distance etc... There are also external supersampling settings in steamvr, but I am not knowledgeable with the rift. I am sure Rift guys here can help you out. But seriously. Stop counting fps unless it feels off :D
 
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Thanks I’ll check out fpsvr, right now I am launching from Oculus app as Elite keeps crashing on launch from SteamVR. I do have ASW turned on, I can see it work as when I lift the headset to look at the monitor the FPS is only ever 90 or 45..

Strange though as I have a 2k 144hz gsync monitor too (I did endulge a little on this build) and I run non-vr at the highest settings at 2k res and hit over 150 fps (can’t remember how high exactly but I normally turn on limiter to 144). So was surprised it seemed to struggle. Maybe it is only marginally dropping below 90 and causing ASW to kick in or there are other overheads when comouting two images. I’ll have a play around with shadows and things like you suggest.

Definately love it in VR though, although in the SRV when the terrain is very rough and bouncing over it all, thats tough going. I don’t suffer VR sickness even with several hour sessions non-stop but that is testing my limits!
 
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Thanks I’ll check out fpsvr, right now I am launching from Oculus app as Elite keeps crashing on launch from SteamVR. I do have ASW turned on, I can see it work as when I lift the headset to look at the monitor the FPS is only ever 90 or 45..

Strange though as I have a 2k 144hz gsync monitor too (I did endulge a little on this build) and I run non-vr at the highest settings at 2k res and hit over 150 fps (can’t remember how high exactly but I normally turn on limiter to 144). So was surprised it seemed to struggle. Maybe it is only marginally dropping below 90 and causing ASW to kick in or there are other overheads when comouting two images. I’ll have a play around with shadows and things like you suggest.

Definately love it in VR though, although in the SRV when the terrain is very rough and bouncing over it all, thats tough going. I don’t suffer VR sickness even with several hour sessions non-stop but that is testing my limits!

Total Rift resolution with both eyes is 2160x1200. Actual rendering resolution is a bit greater, 2700x1600 iirc, because you have to compensate for the distortion from the optics. With 1.5 HMD, that's 6.48 million pixels, almost like driving THREE of your monitors. Add in all the extra overhead with VR like tracking, distortion correction, etc, and you can see why it's so taxing.
 
I need to check super sampling settings in 2D, I normally have that *something* higher than 1 in all my games its an option in (even latest and greatest like Battlefield 5 - especially since adding the gsync monitor so variable frame rate less of an issue visually) but could be mistaken. But you have a valid point, lots of things compounding on one another to get to the actual pixel count being computed. Does FDev have any plans to integrate new technologies like DLSS or do they never discuss things like this?

You read things like this https://www.techradar.com/news/nvidia-boasts-of-dlss-boosting-geforce-rtx-frame-rates-by-up-to-50 and can’t but think DLSS is a real game changer..
 
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What does fpsVR actually do?
It's a small window display inside of the head set showing fps,GPU load,CPU load,temp,memory used ect.
It's live and shows all operational data.
Well worth the 3.00 dollars

As Rubber Biscuit wrote. Think of it as MSI Afterburner level diagnostics but for VR. Records and shows everything what you need, conveniently attached to invisible screen which becomes available after you turn your controller. Think like looking at your wrist watch. It helps immensely to see where the bottlenecks are and how your system is performing. Displays fps and frame time too. With graphs. I was going to write myself something like this but seeing how good fpsVR actually is I just bought it :)
 
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As Rubber Biscuit wrote. Think of it as MSI Afterburner level diagnostics but for VR. Records and shows everything what you need, conveniently attached to invisible screen which becomes available after you turn your controller. Think like looking at your wrist watch. It helps immensely to see where the bottlenecks are and how your system is performing. Displays fps and frame time too. With graphs. I was going to write myself something like this but seeing how good fpsVR actually is I just bought it :)

From what I gather though it is a requirement to be running the game in SteamVR though right? i.e. it won’t work with Oculus launcher installed Elite?
 
From what I gather though it is a requirement to be running the game in SteamVR though right? i.e. it won’t work with Oculus launcher installed Elite?

You run fpsvr separately from any game. I don't have a Rift (Vive here) so I can't provide exact instructions, but my understanding is that it runs as a separate app. If on steam it probably will require steamvr running.
 
i guess we can use oculus tray tool or diagnostic tool, does a similar thing with the head room calculation and when ASW is kicking in.
 
You can also do some of those things for free on the fly using openvr advanced settings, which adds an advanced settings button to the steam vr overlay.

https://github.com/matzman666/OpenVR-AdvancedSettings

That link is vastly outdated and abandoned, please switch to newer fork and don't spread the old one:
https://www.reddit.com/r/Vive/comments/a24695/has_there_been_any_updates_to_openvr_advanced/

Also the trick here is not to open steamvr because he has an oculus rift. Also openvr as doesn't even hold a candle to fpsvr. It is great for other purposes though, if you are a Vive/Steamvr user.
 
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