Does the Oculus even run is you only have a i7-2600k

My set up is an intel i7-3930k running @ 3.2GHz..16 gb of ram and an amd rdeon r9 390...are you telling me this will run a cv1 because oculus said it would not ...so I just spent £700.oo up-grading my system.....

Yep. Sorry pal you should have done a little surfin, run the Vive test or 3dmark Firestrike (is part of VR Mark) You could have spent all that money on a beastly gpu and gone drinking with the change. On the up side you should be able to run some decent pixel density with your new rig so your not really out, just future proofed. You should be able to get a nice overclock out of that K proc.
 
Last edited:
I have an i7-2600K too, and i run it @stock!
Absolut no problems... in ED the CPU is at 50%... the CPU is enough for everything out there at the moment...

Allso my GTX980Ti runs only at 50% when using VR-High-Setting...

But when i use the Debugtool and change the "Pixel per..." to 1.5, the GPU is at 100%...:)
 
Last edited:
Until recently: I was running Elite Dangerous on my i5 2500k with a GTX 960 (no over-clocking) with the graphics preset to "high".

There were some minor issues (frame rate or short tracking glitches) inside stations, but nothing that really broke game functionality.

I suspect it would run better with it on "VR Low".

- - - - - Additional Content Posted / Auto Merge - - - - -

My set up is an intel i7-3930k running @ 3.2GHz..16 gb of ram and an amd rdeon r9 390...are you telling me this will run a cv1 because oculus said it would not ...so I just spent £700.oo up-grading my system.....
Dunno about the r9; but it was runnable on my 960 with a lesser processor than that.
 
I wouldn't expect VR to put a significant load on CPU but haven't tried it TBH.

I'm running ED on an i7-920 just fine - runs at around 50%.
 
I'm running DK2 on i3-540 and GTX970 on "VR high" without any issue. Performance boost in a new oculus update is just amazing.
 
I wouldn't expect VR to put a significant load on CPU but haven't tried it TBH.

I'm running ED on an i7-920 just fine - runs at around 50%.

TL;DR - CPU Utilization is too shallow of a metric for measuring "is my CPU enough for VR?".

Respectfully -- For those responding with i7's "running at 50%" - please note that the total CPU utilization is *NOT* a good choice of metric for determining if you have enough CPU for VR.

The reason is that the total CPU metric is against all the threads of your processor (an 8 core/16 thread processor such as i7-5960X might show 25% utilization in this example) but this doesn't show you the full picture.

A better metric is to look at each of the individual cores of the processor, and if you see one pegged at 100% then that *might* be a bottleneck for maintaining a consistent 90 fps on the CV1. The reason is that not all tasks (game, driver, OS, Oculus/Vive) are equal, and if one task ends up limited by CPU power that could slow down the rest of the chain (i.e. graphics output).

DigitalFoundry does a good job explaining minimum FPS in several of their YouTube videos. A few highlights:

- Core i7's are much better than Core i5/i3 at stabilizing minimum FPS.
- Minimum FPS is the ONLY important FPS metric for VR*.
- Minimum FPS also scales with clock speed (4.0 --> 4.6 ghz)
- Minimum FPS scales with generation (Core i7-6700k outperforms a 2600k).

Unfortunately this is a very complex issue. If there were a repeatable way to benchmark Elite on VR showing CPU utilization and min FPS I'd be willing to take the time to do some benchmarking on my i7-2600K/980Ti at different clock speeds, and then borrow a few other systems to try the same.

*If you can't maintain 75 fps (Oculus DK2) or 90 fps (Vive/Oculus CV1) then reduce the quality of the experience. Even ATW which "adds frames" is far from ideal because your brain will start to notice problems with the display.
 
Last edited:
Respectfully -- For those responding with i7's "running at 50%" - please note that the total CPU utilization is *NOT* a good choice of metric for determining if you have enough CPU for VR.
Running VR and measuring minimum frame rate seems to be the best metric.

Yes; a different component could be the bottleneck, but that will be true in reality as well.

CPU utilization (and yes, looking per-core), along with GPU utilization, is best for determining *where* a bottleneck is.

GPU utilization and framerate are visible with the Oculus tool kit thingie.

Having said that: with SS 1.6, my 1080 GTX with a 6700k is having trouble in-stations maintaining 90 at VR-High.

- Core i7's are much better than Core i5/i3 at stabilizing minimum FPS.
- Minimum FPS is the ONLY important FPS metric for VR*.
- Minimum FPS also scales with clock speed (4.0 --> 4.6 ghz)
- Minimum FPS scales with generation (Core i7-6700k outperforms a 2600k).
But not by as much as we might like. The non-VR tests between the 2500k and 6700k at 4.5GHz I've seen indicate something like a 30% boost.

When I get my 2500k set back up I may try bench-marking VR on it (I had only used subjective testing when it was configured).

Unfortunately this is a very complex issue. If there were a repeatable way to benchmark Elite on VR showing CPU utilization and min FPS I'd be willing to take the time to do some benchmarking on my i7-2600K/980Ti at different clock speeds, and then borrow a few other systems to try the same.
Just do a variety of things and see what your min frame-rate is. If it doesn't show up between HazRes combat and station docking, then it's a rare event at best.

*If you can't maintain 75 fps (Oculus DK2) or 90 fps (Vive/Oculus CV1) then reduce the quality of the experience. Even ATW which "adds frames" is far from ideal because your brain will start to notice problems with the display.
Why would 75fps be fine in the DK2 but not the CV1?
 
Running VR and measuring minimum frame rate seems to be the best metric.

Just do a variety of things and see what your min frame-rate is. If it doesn't show up between HazRes combat and station docking, then it's a rare event at best.

Why would 75fps be fine in the DK2 but not the CV1?

Agreed on all comments above; the complexity of finding what's holding back the minimum FPS on Elite VR is very high... and re: GTX 1080 -- I had a feeling that wouldn't really max. out VR. What CPU are you feeding that with out of curiosity? I'm going to attempt some benchmarks of my 2600k/980Ti at different CPU clock speeds this weekend to see if I can learn anything (Oculus debug tool). Nvidia did just announce a new Titan card ($1200), but i'm thinking that still won't be enough to fully max out Elite VR with at least 1.5 SS.

For the DK2 and CV1; the DK2 has a target of 75 fps (max screen resolution), anything below that and it starts to judder (or with newer drivers) ATW. The CV1's max is 90 fps, so the same thing applies - over 90 fps = best experience, less than 90 fps and you kick back to ATW to make up the lost frames. The Vive operates similar - >90FPS = Good, <90FPS = not as good.
 
Agreed on all comments above; the complexity of finding what's holding back the minimum FPS on Elite VR is very high... and re: GTX 1080 -- I had a feeling that wouldn't really max. out VR. What CPU are you feeding that with out of curiosity? I'm going to attempt some benchmarks of my 2600k/980Ti at different CPU clock speeds this weekend to see if I can learn anything (Oculus debug tool). Nvidia did just announce a new Titan card ($1200), but i'm thinking that still won't be enough to fully max out Elite VR with at least 1.5 SS.

For the DK2 and CV1; the DK2 has a target of 75 fps (max screen resolution), anything below that and it starts to judder (or with newer drivers) ATW. The CV1's max is 90 fps, so the same thing applies - over 90 fps = best experience, less than 90 fps and you kick back to ATW to make up the lost frames. The Vive operates similar - >90FPS = Good, <90FPS = not as good.

Thank you for that comprehensive breakdown...

I am absolutely crap at overclocking, although I do have EVGA Precision 16 that I am trying to learn with....
 
Agreed on all comments above; the complexity of finding what's holding back the minimum FPS on Elite VR is very high... and re: GTX 1080 -- I had a feeling that wouldn't really max. out VR. What CPU are you feeding that with out of curiosity?
i7 6700k at stock on a Z170-based MB with 32GB of DDR4 RAM.

I'm going to attempt some benchmarks of my 2600k/980Ti at different CPU clock speeds this weekend to see if I can learn anything (Oculus debug tool). Nvidia did just announce a new Titan card ($1200), but i'm thinking that still won't be enough to fully max out Elite VR with at least 1.5 SS.
I'm pretty close on my 1080. I think you'll all but peg 90fps on "VR HIGH" at 1.5-and-1 SS with the Titan.

For the DK2 and CV1; the DK2 has a target of 75 fps (max screen resolution), anything below that and it starts to judder (or with newer drivers) ATW. The CV1's max is 90 fps, so the same thing applies - over 90 fps = best experience, less than 90 fps and you kick back to ATW to make up the lost frames. The Vive operates similar - >90FPS = Good, <90FPS = not as good.
I haven't noticed a subjective issue when I get 80fps dips.
 
Last edited:
A problem with the vive and steamvr is that the reprojection is that as soon as it goes over 11ms response it starts to frame limit. And not from 90 to say 75-80 but half.

With steamvr it's either 90fps goodness or a total drop to 45fps.
You can easily tell since your gpu and cpu utilisation drops from upper 90% to 50%.
 
i
I haven't noticed a subjective issue when I get 80fps dips.

Driving around the SRV it feels a bit blurry to me when below 90 fps; because it vsyncs at 45 fps and fills the frames inbetween when it's not at 90 fps. I play a lot of twitch/shooter games though so this may not apply to everyone.

Thanks for info - 6700K at stock is a beast :)
 
I have a slightly older processor but everything else on my machine is more than to to the job (GTX970). Will it even turn in with that?

Basically, if not I have to get not JUST the Rift but a new Processor, new MB for the new socket, and new ram for the new MB - and basically that makes the price double.
Of cause it will work fine.
My Rig has a i5-2500K@4Ghz, gtx980ti, SSD, 32GB on Asrock Z68Pro3 Board. ED runs very well (in almost all situations with 90fps) with 2.0/0.65 Settings in VR.
I guess i'll skip the current CPU-Generation and wait for the next Generation untill i upgrade :)
 

Slopey

Volunteer Moderator
I'm running the Vive/Rift with a stock i7-920, and GTX970 - works fine on the Rift in VR High. The Vive as usual, is a little dodgy but that's a known issue. For room scale stuff, I have no problems with my spec.

I'd consider upgrading to an i5-6600, and 1070, but really, it won't make a tangible difference to my gaming at the moment so I'll stick with where I am for another 6 months or so. I'm swapping out my 5040x1080 triplehead config to a single 21:9 monitor also, which is less res than the tripleheaded, so I'll get a bump from that (running tripleheaded with VR is a pain in the neck as every time you plug in the Rift/Vive, Nvidia surround goes mental and you have to keep reconfiguring it).
 
I'm running the Vive/Rift with a stock i7-920, and GTX970 - works fine on the Rift in VR High. The Vive as usual, is a little dodgy but that's a known issue. For room scale stuff, I have no problems with my spec.

I'd consider upgrading to an i5-6600, and 1070, but really, it won't make a tangible difference to my gaming at the moment so I'll stick with where I am for another 6 months or so. I'm swapping out my 5040x1080 triplehead config to a single 21:9 monitor also, which is less res than the tripleheaded, so I'll get a bump from that (running tripleheaded with VR is a pain in the neck as every time you plug in the Rift/Vive, Nvidia surround goes mental and you have to keep reconfiguring it).

Run the Oculus debug tool, and you should see your CPU exceeding 11.1ms in a lot of scenarios in Elite .. I've performed testing and a 2600K needs about 4.0-4.2 GHz to keep under 11ms, especially near planetary bases or in Orbital cruise.

https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-debug-tool/

Seelct "App Render Timing".

Also, I wouldn't recommend spending money on an i5 for VR honestly; Digitalfoundry has done many good videos showing an i5-2500K upgrade to a i7-3770K at the same clock speed. for Normal apps the 3770K is hardly any faster, but the 3770K does a MUCH better job at stabilizing minimum frame rates -- exactly what you need for Virtual Reality.

https://www.youtube.com/watch?v=frNjT5R5XI4
 
Last edited:
I have a 2600k and a GTX970, 16GB Ram. I have overclocked the CPU to 4.0, with a stock cooler and can run ED and Oculus without problems.

Setup was an issue as I had to buy a PCI card to get more USB 3 slots. Despite this the sensor still would not be recognised until I plugged it into the a USB 2 slot hooked up to the front panel.
 
Back
Top Bottom