Hi. I've been doing some tests today - only with my 980ti - and the problem I get is that if I turn Reprojection - Always on - it becomes really jittery at some points. Not sure why. When that happens as the FPS keeps showing 70-90 frames. If it is showing 45 then the image is just acting like with standard reprojection which is manageble to me, but when the jitters hit I'm out almost immediatelly.... It all becomes very very blurry and turns ok if I turn the Always Reprojection on to off state. Anybody else with similar issue? My adaptive Reprojection is on ...
PS - Setting SS to OCT and HMD to 1.5 seems to deliver amazing quality for Vive (much better then 0.65 and Steam 2.0, but I get terrible frame rates - in Hangars and when the Mission Board (or any other of the Docked boards for that matter) come on and my FPS goes down to fixed 30... not sure why.
I have an 980Ti as well ( MSI Gaming ) as experience the same thing. For me the 'Always Reprojection on' does no good at all. It gets laggy like hell.
Anyway I did some tests with reprojection turned off completely, just to see how the system behaves without tricks. For this I opened the debugging tool with the graphs for the CPU and GPU timing.
I chose to use the landing platform just in front of the wall in a station facing the letterbox. Even in VR Low I got a lot of frame drops and quite a lot of stuttering. What was interesting to see, is that the actual load on the GPU is quite low. It just needs ~5ms for a frame. What sends the system into mayhem is the CPU being very often too late (late starts, the red bars i the CPU pane). This hints at other code taking precedence over the rendering. Maybe it is because of the beta and they have still a lot of debugging code active.
Using VR High shows that on my GPU for a frame it needs 9ms, which would be perfect for a constant 90fps. But again the CPU has a lot of slow/late starts. This seems to trigger a runaway effect where the CPU code doesn't seem to be able to snychronize back with the GPU very well. From the raw GPU performance this should work, but the code running on the CPU has some severe delays feeding the render pipeline.
VR Ultra is just too high as it uses ~12ms on the GPU. This would be a perfect use case for reprojection btw.
I do not see these severe CPU delays in 2.1. They are there as well, but not so prominent.
I really hope that this is due to the Beta nature of the game and not a problem in the code itself.
Actually I've found that 2.2 is much better. I only get those drops when I change an instance for about 10-15 seconds. It's a known bug. But once it has smoothed out, things seem quite a bit better.
From the visual quality it seems that the latest beta is a bit better regarding readability and sharpness of the GUI elements. But in regards to providing constant frame rates my experience is quite different than yours. And my measurements hint at the cause for this, at least on my system.