Elite: Dangerous VR CPU bound in WMR headset

Hi.

I'm using Lenovo Explorer headset to play ED in VR. Here is my rig:
i7 8750H
RTX 2080 8 Gb
32 Gb DDR4 2666 MHz

Yes, it is a laptop, but it has no overheat or general performance issues. For example, Subnautica, No Man's Sky or newest Half-Life: Alyx have no lag or FPS drop even on high settings.

But, ED can't keep up solid 90 Hz refresh rate even with 1.0 SS and 1.0 HMD quality, it is CPU bottlenecked. To be specific, Steam VR monitoring tool reports that CPU has late start in this game. Here are examples.
Subnautica:
1591565988584.png


Elite Dangerous:
1591566331749.png


Guys with WMR headsets, can you confirm the same behavior? Maybe it is a bug or something? I'm quite disappointed - having top grade rig and being unable to play ED in VR.

P.S.
On normal display game runs smooth and well with all video settings at maximum. 1920x1080 144 Hz - no problems, and both GPU and CPU have capacity to handle higher resolution.
 
I can't speak for others, however, personally, I wouldn't call that laptop a 'top grade rig' for VR; maybe mid range just about. Don't get me wrong, it's not bad for a laptop, but that is a 45W 2.2GHz CPU which can boost one core to only 4.1GHz, coupled with the down clocked version of the basic 2080; all in all you can't expect miracles. You need faster cores IMO, sorry - not what you want to hear I know.

Drop just your SS to 0.75x and see if that helps.
 
that is a 45W 2.2GHz CPU which can boost one core to only 4.1GHz

This processor runs at 3,8 GHz for all cores when there is no thermal throttling, I've tested it, so it should not be an issue.

coupled with the down clocked version of the basic 2080

GTX 2080 runs at 1600 MHz as well, so GPU has no difference from desktop one, it is not cut Max-Q version.

And again - why do I see huge late CPU start in ED, but not in Subnautica/NMS/HF: Alyx? That's my concern.

Additional info: there is no difference between VR Low, VR Ultra and "all low + SS 1.0 + HMD 1.5"presets performance. Just the same FPS issues, regardless of image quality. I'm absolutely confident it is issue with ED WMR optimization. Unfortunately, I can't test it with another headset, that's why I'm asking for help here.
 
3.8GHz is still far too low, it's about 1GHz down from where you want to be. I still think your laptop is below what you need to run ED in VR and run it well.
 
I'm not a VR guy but I watch a streamer on Twitch call Malic_VR. He uses an Oculus S but has talked about a setting in Steam VR (he doesn't use Steam VR) that he said you should shut off because it slows down performance with useless processing. He loves helping people.
 
VR needs at least one more demanding render thread to handle the second viewport. This can make CPUs that would otherwise be overkill for the game on a 2D display very CPU limited as no only do you need more logical cores than you otherwise would, they are forced to run that much lower on parts with dynamic clocks.

Still, I wouldn't expect the CPU to be the main issue here. Even my HTPC's i7-6800K is sufficient to keep my 1080 ti GPU bound at 90 fps with my Acer WMR HMD.

Are you using the newest beta of Steam VR and disabling display mirroring?
 
Also, steam VR will try to run the highest resolution it can. Best to go for Custom and then play around until you find the best compromise. you might also want to turn on developer options. there are a couple of things in it you can switch on/off to see if it helps.
 
Even my HTPC's i7-6800K is sufficient to keep my 1080 ti GPU bound at 90 fps with my Acer WMR HMD.

Man, may I ask you to test your CPU performance using CPU-Z 1.92? Benchmark version 17.01.64.

Also, could you please check SteamVR performance chart, just to see if your CPU has late start or not.
 
Man, may I ask you to test your CPU performance using CPU-Z 1.92? Benchmark version 17.01.64.

Also, could you please check SteamVR performance chart, just to see if your CPU has late start or not.

I'm getting 514.2 single threaded and 3762 multithreaded in that CPU-Z benchmark with the processor moderately OCed.

Will check the SteamVR performance chart later; I'm having issues with WMR since updating Windows 10 to the 2004 release.
 
I can't overclock my CPU in laptop, but using "Turbo" profile in Asus utility Armoury Crate I got 440.8 single thread and 3337.8 multi thread. Obviously, my CPU is a bit weaker than yours, but I don't think this difference would cause such a great impact on performance.

I'm having issues with WMR since updating Windows 10 to the 2004 release.

I have 2004 release as well. What kind of issues are you experiencing?
 
I have 2004 release as well. What kind of issues are you experiencing?

WMR is failing to detect my headset correctly. Probably my fault as I've been playing with stripping down Windows and likely broke something it needs...was planning on wiping the system and starting with a fresh install anyway.
 
I am getting this same behavior on a high end rig. I am getting constant late start CPU with my G2 I did not have this with the Index. No Precision X and no extra software running. Other games do not seem to be effected.

Evga Z390 FTW
Evga SuperNOVA 1200 P2
Intel 9900k
G-Skill 32GB - 3200MHz - F4-3200C16-8GVKB
Evga RTX 3090 FTW3 Ultra

2.jpg
 
So finally I'm reached acceptable performance level in ED with my setup: solid 90 FPS almost all time (some freezes take place in station menus and while zooming to planet in FSS).

Hardware:
i7 8750H 3.9 GHz
RTX 2080
32 GB DDR4 2666 MHz Dual channel
Lenovo Explorer HMD (1440x1440 per eye)

Software preparation steps:
1. I've disabled virtual monitor pre-allocation, thanks to CMDR_SpaceGhostC2C's post.
2. I've disabled motion reprojection in Steam VR (new version allows to do it without editing WMR config files)
3. Resolution in SteamVR is set to 100%, refresh rate - 90 Hz

ED video settings:
Model draw distance: 0.5
Texture quality: Medium
Shadow quality: Low
Bloom: Off
Blur: Off
AA: None
SS: 1.0
Ambient occlusion: Low
Environment quality: Medium
FX Quality: Low
Reflections Quality: High
Material Quality: Medium
HMD Image Quality: 1.50
Galaxy Map Quality: Medium
Terrain Quality: Low
Terrain LOD Blending: Ultra
Terrain Work: 0
Terrain Material Quality: Low
Terrain Sampler Quality: Medium
Jet Cones: Ultra
Volumetric Effects Quality: Ultra

CPU still has late start, however overall performance is now GPU bound, and laptop RTX 2080 is good enough for smooth playing on 1.5 HMD quality without lags. I assume there was some software fix (or fixes) which reduced CPU load and gave some room for VR play, as well as WMR virtual display disabling. Just to summarize - half a year ago game didn't run 90 FPS on VR Low settings, now it works fine with this custom settings and HMD quality 1.5.
 
Hi Guys,

as discussed here, same here, my system:
Ryzen 9 3900x on x570 chipset, PBO switched on, mobo limits, x10 / + 200Mhz
64GB Cosrair V LPX 3200Mhz @ XMP
XFX RX6900XT Black @ 2600Mhz / 2150Mhz
WD Black SN850 Nvme
HP Reverb G2 (SS settings in ED always on 1.0)

80% resolution, mixed quality settings:
Res Area, in combat with NPC:
fight.png


Docked in station @Surface (Ohm City):
station.png


In space with a view to "nothing" (in this case still to 100% resolution):
Latestart2.png


As you can see, the GPU does a decent job with the right settings. Apparently I currently have to live with the CPU limit, I'm still looking for a good compromise between resolution and quality settings in terms of GPU and, above all, CPU utilization. If someone already has experience with CPU-heavy quality settings, I am grateful for every tip. I will keep you up to date.

o7
 
Some additional info.

Some locations are very CPU-intensive and stutters and FPS drops are presented in there. Here are some samples, I've set "VR Low" preset with HMD Quality 1.25 and Volumetic Effects to "Ultra" for easy testing and run to some locations.

Docked in station:
Dock-up.png


In space in supercruise looking at K-type sun:
Space_K_sun.png


Flying in HazRes site. Pay attention to diagram form - in the beginning I was flying through fighting ships, at the end - just flying through asteroid field:
HazRes-WithAndWO_Ships.png


And two more interesting diagrams. This is landed on planet at the sunny side:
Planet_wasteland.png


And this is same planet, sunny side - but geological site with fumaroles. These spikes on graph illustrate frame drops in game:
Geological_site.png


To summarize: I still see some FPS drops in some locations - ones with lots of ships and objects. These drops are caused by CPU cap, not GPU (which is weird, as I thought it should be "more objects - more details - more polygons - more GPU work"). Late start consumes about 1/3 of frame time, and again - I see this behavior only in Elite Dangerous. I've tested like 5 or 6 VR titles, including HL: Alyx and No Man's Sky and saw no issues with CPU.
 
It can be AMD drivers problem. I have 5900x/6900xt with Index and my CPU is struggling too. In conflict zones close to planets I get huge 40ms CPU spikes. Sometimes same thing happens in RES too. It runs rock stable 90 fps even at stations. But then boom huge spike and spluttering. It's not too long, SteamVR does not even switch to reprojection mode. I played around a bit with different settings both in steamvr and game, but it always happens. I had rtx 3080 before and it never happened. So I think it's AMD driver problem.
 
Yeah, 100% not AMD driver. I have a 7700k and 3080gtx and having the same issue with the late starts. Maybe ED's engine just uses more CPU? (Since it gets worse when there are lots of moving things it has to track).
 
[20 May 2021 - EDIT: NOT WITH ODYSSEY THOUGH o_O:oops::(]

I'm running ED in VR at pretty much the highest settings with a G2 and RTX 3080. Can't be done right? Well probably not at 90 FPS all the time, but can still get very smooth game performance.

Since this thread is really about frame rate, render scale and smooth performance in WMR, here's what I did.

  1. Install 'OpenXR Developer Tools for Windows Mixed Reality' which is available for free in the MS Store.
  2. Once installed go to the 'Developer Settings' and enable 'Use latest preview OpenXR runtime'. This means you will be using the latest WMR runtime instead of the version that is provided with updates.
  3. More importantly, then enable 'customised render scale' directly in WMR. Set it to around 70-75%. This will bring the G2 render scale (resolution) to something that your computer can run smoothly. The G2 max resolution is too high for most computers, even with a RTX 3 series GPU and high end CPU.
  4. Then set 'motion reprojection' to 'automatic'. This is like Oculus ASW (Warp), but IMO much better. Sure it means interpolated frames, but I'm happy to sacrifice FPS from time to time in ED to get the best render scale and still have smooth play.
  5. Keep the Steam VR resolution at 100% and ED SS and HDR at 1.

Now try ED and see what you think. You should get a smooth game (with high/ultra graphics settings enabled) even around stations. If not fiddle around with the OpenXR render scale until play is smooth. It means you also still get the screen clarity of the G2. My point really is you don't need to chase 90FPS all the time, you just need smooth game play with good graphics. Open XR let's you do this. If you try it and don't like it, then just turn off OpenXR and call me a 'nong'.

The other benefit of using OpenXR is that, once you get the render scale right for your CPU/GPU specs, then t applies to all games. You are basically custom setting the render scale of the G2 for best performance on your rig.

Cheers
 
Last edited:
Back
Top Bottom