FPS Cap in stations

Anyone else having caped FPS in large stations? Basically my framerate is caped to 45 FPS when i'm close to or inside them. My GPU is also only utilized at 70%. No matter what settings i'm using low, medium, high, ultra. The framerate is the same in VR. Anything outside of stations will have 90+ FPS without a problem.
 
Anyone else having caped FPS in large stations? Basically my framerate is caped to 45 FPS when i'm close to or inside them. My GPU is also only utilized at 70%. No matter what settings i'm using low, medium, high, ultra. The framerate is the same in VR. Anything outside of stations will have 90+ FPS without a problem.

I've had something similar, I'm trying to fix it now. what graphics card are you running? Im on a Radeon RX480 reference card by MSI
 
I'm guessing this is with a Vive?

The vive reprojection works in this manner where it limits to 45 fps and interpolate to 90 when the response gets below 11ms.
 
Ideally you'll want a full consistent 90 fully rendered frames per second. In stations, with a lot on screen, that's difficult, even for very high-end systems to achieve.

Any time your 3D card fails to render in time for the Rift'/Vive's 90fps fixed frame rate, reprojection/ATW will kick in and show a warped frame based on your latest head movment data. Thus the frame rate immediately drops to 45fps because that's the number of real updates the HMD is getting each second.

While the reprojected frame is being displayed, the 3D card will spend the time idling, so its utilisation will be lower (like 70% or so as you've seen). The CPU is already generating the next frame scene geometry, so it should be at 100% or thereabouts for involved cores.

Then its on to the next frame as geometry data comes in from the CPU.

Of course, it can be the CPU at fault - if the CPU is taking too long to generate the scene, the 3D card won't finish in time. If the 3D card is trying to render at high detail settings, and high pixel density/ high super-sampling etc, then it too can miss the 1/90th of a second / 11ms frame update deadline.

The Rift has dedicated HUD's for showing the latency/cpu/game render timings etc. Not sure about the Vive?
 
Ideally you'll want a full consistent 90 fully rendered frames per second. In stations, with a lot on screen, that's difficult, even for very high-end systems to achieve.

Any time your 3D card fails to render in time for the Rift'/Vive's 90fps fixed frame rate, reprojection/ATW will kick in and show a warped frame based on your latest head movment data. Thus the frame rate immediately drops to 45fps because that's the number of real updates the HMD is getting each second.

While the reprojected frame is being displayed, the 3D card will spend the time idling, so its utilisation will be lower (like 70% or so as you've seen). The CPU is already generating the next frame scene geometry, so it should be at 100% or thereabouts for involved cores.

Then its on to the next frame as geometry data comes in from the CPU.

Of course, it can be the CPU at fault - if the CPU is taking too long to generate the scene, the 3D card won't finish in time. If the 3D card is trying to render at high detail settings, and high pixel density/ high super-sampling etc, then it too can miss the 1/90th of a second / 11ms frame update deadline.

The Rift has dedicated HUD's for showing the latency/cpu/game render timings etc. Not sure about the Vive?

thanks for the detail!

for me this behavior is new. When I first installed it I left the settings alone and it seemed to work fine most of the time. Later I set it to 'VR High' which improved things when landing on large stations on planets, where things would slow down a little. But now even when I set it down to 'VR low' I'm having issues. If anything its worse in VR Low. Seems kind of odd, because its actually at its worst when I am sat fully docked when all you can see is the small parking room and the menus.
 
SRy for the late answer. Didn't have time to check the forums or play the game for a few days.

I'm rocking an overclocked GTX 1080 and an i7-6700k.

Ideally you'll want a full consistent 90 fully rendered frames per second. In stations, with a lot on screen, that's difficult, even for very high-end systems to achieve.

Any time your 3D card fails to render in time for the Rift'/Vive's 90fps fixed frame rate, reprojection/ATW will kick in and show a warped frame based on your latest head movment data. Thus the frame rate immediately drops to 45fps because that's the number of real updates the HMD is getting each second.

While the reprojected frame is being displayed, the 3D card will spend the time idling, so its utilisation will be lower (like 70% or so as you've seen). The CPU is already generating the next frame scene geometry, so it should be at 100% or thereabouts for involved cores.

Then its on to the next frame as geometry data comes in from the CPU.

Of course, it can be the CPU at fault - if the CPU is taking too long to generate the scene, the 3D card won't finish in time. If the 3D card is trying to render at high detail settings, and high pixel density/ high super-sampling etc, then it too can miss the 1/90th of a second / 11ms frame update deadline.

The Rift has dedicated HUD's for showing the latency/cpu/game render timings etc. Not sure about the Vive?

The HTC Vive has a tool for that as well. I've been monitoring the CPU timing and it's well within satisfactory timing. As i stated earlier. Even when running the game at the lowest settings the framerate will still get caped. It's really odd since i'm running the game at 0.65 SS and the rendertarget of 1.5 for the vive.
 
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