VR Current Performance - 4.0.0500

As I promised in another thread - I thought I'd give VR a go again after the latest release:

System Spec
CPU: i7-10700K 3.8-4.6Ghz (variable)
RAM: 32GB
GPU: RTX2060 Super
Motherboard: ROG STRX Z390-F Gaming
O/S: Windows 10
VR: Rift S 1280x1440 (per eye)

ED VR Settings:
VR Ultra, but Supersampling and HMD Image set to 1

FrameRates:
FSD: 80
System Map: 80
Galaxy Map: 80
Docking @ Orbital: 40
2D In Hanger: 80
3d Walking In Ganger:40
3D Walking around Station:40
FSS: 80
Approaching Planet 60-80
On Planet SRC: 40
On Planet, 2d On Foot: 80
On Planet 3D On Foot 35-40

On the whole anything with 80FPS was fairly consistent, with only an infrequent drop to 65/70
anything at 40, could drop as low as 30-35, but occaisionly (rarely) go up to 50-60

It's still fairly hit and miss, although performance in station seems a little better. On Foot doesn't seem to have changed that much.

Oh well - will just have to keep on hoping for more performance improvements.

I didn't notice any new VR specific bug fixes in this, think they are coming in the next release in 2 weeks.

EDIT: Only problem I have now is that I reckon my PSU doesn't like this heat - my machine suddenly rebooted out of the blue. GPU was 74 degrees, CPUI 56, so should be okay there, so can only guess PSU.
Hmmm - it is sat under my desk, which isn't the best place admittedly!
 
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As I promised in another thread - I thought I'd give VR a go again after the latest release:

System Spec
CPU: i7-10700K 3.8-4.6Ghz (variable)
RAM: 32GB
GPU: RTX2060 Super
Motherboard: ROG STRX Z390-F Gaming
O/S: Windows 10

ED VR Settings:
VR Ultra, but Supersampling and GMD Image set to 1

FrameRates:
FSD: 80
System Map: 80
Galaxy Map: 80
Docking @ Orbital: 40
2D In Hanger: 80
3d Walking In Ganger:40
3D Walking around Station:40
FSS: 80
Approaching Planet 60-80
On Planet SRC: 40
On Planet, 2d On Foot: 80
On Planet 3D On Foot 35-40

On the whole anything with 80FPS was fairly consistent, with only an infrequent drop to 65/70
anything at 40, could drop as low as 30-35, but occaisionly (rarely) go up to 50-60

It's still fairly hit and miss, although performance in station seems a little better. On Foot doesn't seem to have changed that much.

Oh well - will just have to keep on hoping for more performance improvements.

I didn't notice any new VR specific bug fixes in this, think they are coming in the next release in 2 weeks.
How do you measure fps in VR?
 
It’s been a while since I’ve used it, but if you look in Program Files\Oculus\Support\oculus-diagnostics\ then you should see the Oculus Debug Tool - you can have all sorts of in-HMD timing graphs and framecounters.
Cheers,
I'll have a dig around. Just letting my PSU calm down for a bit.
 
It’s been a while since I’ve used it, but if you look in Program Files\Oculus\Support\oculus-diagnostics\ then you should see the Oculus Debug Tool - you can have all sorts of in-HMD timing graphs and framecounters.
I really wish they could get the vanity cam rates up by even 'just' 10 FPS - it would make a big difference, I reckon.
Obviously we would ideally have proper 3d, but If we have to live with vanity cam 3d, then so be it.
 
I've been trying all sorts of settings the last couple of days, and it seems that resolution is the "main button" to dial to get better performance.

My rig

R3950x
RTX3070
64 GB Ram
EVO 970 2TB SSD
Reverb G2 (2160 x 2160 pix per eye)
2 Gb ISP via 1 Gb ethernet to router

Current settings:

Steam Render Resolution: 66%
SS: 1.0
AA: Nope
HMD: 0.85

LOD all set to high, except bloom and blur set to none

With these settings the frame rate seems to be anywhere from 20 fps in the bar up to 90+ in supercruise, with planets around 45-50 fps. I don't see consistency in the fps, and I suspect some of it to be server related. I'm pretty thorough not running any bloat on my PC, and I reboot before doing any experiments regarding fps. Also note, that changing stuff in SteamVR settings require a board flip in ED.
 
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I've been trying all sorts of settings the last couple of days, and it seems that resolution is the "main button" to dial to get better performance.

My rig

R3950x
RTX3070
64 GB Ram
EVO 970 2TB SSD
Reverb G2
2 Gb ISP via 1 Gb ethernet to router

Current settings:

Steam Render Resolution: 66%
SS: 1.0
AA: Nope
HMD: 0.85

LOD all set to high, except bloom and blur set to none

With these settings the frame rate seems to be anywhere from 20 fps in the bar up to 90+ in supercruise, with planets around 45-50 fps. I don't see consistency in the fps, and I suspect some of it to be server related. I'm pretty thorough not running any bloat on my PC, and I reboot before doing any experiments regarding fps. Also note, that changing stuff in SteamVR settings require a board flip in ED.
I don't use steam, so not sure what their 'Resolution 66%' thing does, it sounds obvious, but who knows :)
I'll try with AA, Bloom, And Blur off - see how that goes.

Tomorrow, will ry in Flat, but with same settings as VR, and @ 2560x1440 (which VR is effectively generating) - see how we compare. I would expect it to be similar to my previous figures , as the resolution is the same, but with perhaps a bit of overhead for VR.

Will be interesting to see if it is just raw resolution that is the issue, or something peculiar to VR.
 
What was your numbers like before the latest update? Can I expect any improvement if I give it a go again?
I don't have exact numbers before this latest update - I'll dig through some of my earlier posts - I may have them there, but on the whole:
space stuff is better / more consistent.
Planet side is mildly better (or feels like it), but has a long way to go.

YMMV. There are a lot of other people who claim to have better / worse speeds on better / worse kit.
I think a lot may have to do with what you are prepared to put up with, and also a bit of luck. Mine is all at VR ULTRA, I'll do some experimenting over the next few days, and see if I can get any marked improvements.

I'll post any experiments / results on this thread, in case it helps anyone make a decision.
 
I wanted to mention that the Oculus Debug Tool also has an option to disable or force asynchronous spacewarp (essentially reprojection). I've found with other applications (e.g., Horizons) that disabling ASW produces a nice boost in frames, however Odyssey is forcing reprojection unnecessarily in areas like the cockpit while in a hangar. I don't know why, it's like they purposely implemented VR code to kneecap performance at least for Oculus whereas Index might not have any issues. This is another reason why it's catastrophic for them to ignore further dev and support for individual devices with Odyssey VR until a couple years down the line when they realize those are the only people still playing the game ^ _ ^

I digress. I've also heard of the OpenVR tool which works well with SteamVR, but haven't done anything with it myself - I feel that native Oculus API is the better way to go for baseline performance, but I'm not certain.
 
i9-7900X
32GB
RTX2080 FE
Oculus Quest 2, with experimental 120Hz on.
Oculus Link cable, optical.
AA: FXAA
Shadow: medium
I used VR Ultra, and then tuned down mostly according to Exigious' YouTube video about what impacts FPS and what not.

I use Oculus debug tool and turned on the perf summary overlay, so I could see it right in front of my nose.

In space, consistently 60, even around planet before dropping. This used to be quite inconsistent, particularly around planets the FPS dropped. Not anymore.
In Coriolis, consistently 30 FPS. This used to vary wildly, now is quite consistently bad. I mean, in Horizon, without tuning down by using VR Ultra, I got annoying 45.
In closed Hangar, on foot, virtual pancake, mostly 60, but occasionally drops to 45.
In small station, platforms... mostly 42FPS, but drops to 37 occasionally.

In concourse, mostly like in station, Coriolis 30, small platforms about 45.

On EDO planet... 30FPS and below, to nauseating 22 FPS. With all the glasses in a nursery... it's a disaster. 10FPS and slide show.

And most of all... sometimes in VR, it totally screws the pooch and goes to 3.2FPS, yes, 3 point 2 FPS... and what you see in goggle and in the flat 2D monitor window on your desktop are different. The only way to fix it is to drop to desktop if you could get it to respond to your key inputs, or kill the EliteDangerous64.exe.
 
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I've also heard of the OpenVR tool which works well with SteamVR, but haven't done anything with it myself - I feel that native Oculus API is the better way to go for baseline performance, but I'm not certain.
I’ve recently had to put Open Composite into all my SteamVR games - when using AirLink the SteamVR program would start and endlessly sit at “searching” for the headset. There is a way around it normally by using a Link cable and then unplugging it, but I found that to be too much of a faff to do every time.

There’s a small performance boost in the games I’ve got, but you also lose the Touch models in-game which in some games get replaced with a generic pair of hands or nothing at all. Also, you have to create an ini file to enable any super-sampling - but it’s literally just a one liner.
 
i9-7900X
32GB
RTX2080 FE
Oculus Quest 2, with experimental 120Hz on.
AA: FXAA
Shadow: medium
I used VR Ultra, and then tuned down mostly according to Exigious' YouTube video about what impacts FPS and what not.

I use Oculus debug tool and turned on the perf summary overlay, so I could see it right in front of my nose.

In space, consistently 60, even around planet before dropping. This used to be quite inconsistent, particularly around planets the FPS dropped. Not anymore.
In Coriolis, consistently 30 FPS. This used to vary wildly, now is quite consistently bad. I mean, in Horizon, without tuning down by using VR Ultra, I got annoying 45.
In closed Hangar, on foot, virtual pancake, mostly 60, but occasionally drops to 45.
In small station, platforms... mostly 42FPS, but drops to 37 occasionally.

In concourse, mostly like in station, Coriolis 30, small platforms about 45.

On EDO planet... 30FPS and below, to nauseating 22 FPS. With all the glasses in a nursery... it's a disaster. 10FPS and slide show.

And most of all... sometimes in VR, it totally screws the pooch and goes to 3.2FPS, yes, 3 point 2 FPS... and what you see in goggle and in the flat 2D monitor window on your desktop are different. The only way to fix it is to drop to desktop if you could get it to respond to you key inputs, or kill the EliteDangerous64.exe.
Hi could you put the link in here to the VR tuning video, I've found some, but want to make sure I'm looking at the right one - cheers.

I've had a quick go with the Debug tools - and can now get FPS in my VR - so far findings are as per what's shown on Flat screen (whilst in VR), but are easier to see.
Experiments in FPS etc to follow - once I've finished work :(
 
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