Is this normal?

VR ultra settings, bumped up ss to 1.5 and HMD to 1.5
Oculus rift
Evga 1080 gtx acx
Asus pro z97
I7 4790k
16gb g.skill rip jaws
850 evga 80+ gold
2tb Samsung evo ssd


In stations I get around 45fps same on planets in space 90fps (seems to cap at 90fps)

Is the dramatic drop to 45 normal and what to expect?
 
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That is an effective 3.0 SS on Ultra. A Titan X can't run those settings without frame loss.

Time to dial it back a bit.
 
That is an effective 3.0 SS on Ultra. A Titan X can't run those settings without frame loss.

Time to dial it back a bit.

It runs fine, just in stations it runs at 45fps. But pretty much 90fps everywhere else (45 on planet surface). I guess the thing here is do I even need 90fps in stations ? I mean it still runs smooth no hitching or jitter infact not even sure if I can even noTice a difference without the fps on screen.

What I don't get is my cpu and gpu are not being utilized. My gpu is running only at 68% in stations. Why would it be struggling with fps in stations if it's not even using 100% cpu was being topped at 35% and less only short spikes of usage. Is this a limitation of the rift? Or some setting that makes no in game.difference slowing things down?
 
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It runs fine, just in stations it runs at 45fps. But pretty much 90fps everywhere else (45 on planet surface). I guess the thing here is do I even need 90fps in stations ? I mean it still runs smooth no hitching or jitter infact not even sure if I can even noTice a difference without the fps on screen.

What I don't get is my cpu and gpu are not being utilized. My gpu is running only at 68% in stations. Why would it be struggling with fps in stations if it's not even using 100% cpu was being topped at 35% and less only short spikes of usage. Is this a limitation of the rift? Or some setting that makes no in game.difference slowing things down?

Yeah I never really understood occasion stutters too with my cpu and gpu usage around 75% (never over 80%). I figure maybe it has to do with demand spikes which is too narrow to be picked up and displayed by the usage stat app, or maybe just network comm/server related???
 
1.5ss in game + 1.5 oculus is far too much especially on ultra. dial game back to 1.0, use ultra with blur off, ambiant off and set oculus debug to 1.6. Crystal clear + no jerking in stations, res sites or planets.
 
1.5ss in game + 1.5 oculus is far too much especially on ultra. dial game back to 1.0, use ultra with blur off, ambiant off and set oculus debug to 1.6. Crystal clear + no jerking in stations, res sites or planets.

What do you mean "debug"?
 
He means the oculus debug tool, which by now everyone I believe is using. This tool is available at oculus site.

Hmm Ima give that a look when I get home.

This works with the CV version?
 
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yeh.. its for the cv1. theres threads on these forums explaining how to set it up. Huge difference in quality, very simple. Also, look up the thread rift hdmi users, read that. lots of things to better the quality. Im happy as larry with mine :)
 
What I don't get is my cpu and gpu are not being utilized. My gpu is running only at 68% in stations. Why would it be struggling with fps in stations if it's not even using 100% cpu was being topped at 35% and less only short spikes of usage. Is this a limitation of the rift? Or some setting that makes no in game.difference slowing things down?

Because when the gpu/cpu can't maintain the target 90 fps it halves the framerate to 45 to stay in sync. If it was barely not able to reach 90 fps then you'll have allot of unused power at 45. This is why the cpu and gpu will not operate at 100% all the time.
 
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Just to clarify, even if the GPU could be driving 80fps, the ASW kicks in forcing 45fps with interpolation. So it's not "really" 45 fps.
 
He means the oculus debug tool, which by now everyone I believe is using. This tool is available at oculus site.

yeh.. its for the cv1. theres threads on these forums explaining how to set it up. Huge difference in quality, very simple. Also, look up the thread rift hdmi users, read that. lots of things to better the quality. Im happy as larry with mine :)

No need to use the debug tool any more. The HMD Image Quality setting in the game options does exactly the same thing (set the HMD pixel density).
 
No need to use the debug tool any more. The HMD Image Quality setting in the game options does exactly the same thing (set the HMD pixel density).

Apparantly other players said that hmd image quality setting suffers more performance hit than the debug tool.
Not sure though since I havent tested myself.
 
So the debug tool will not display an image on the HMD via Display port only HDMI. I read another post here about getting a Display to HDMI adapter which i did. And i have to say it made a huge difference mainly in space. You dont get that bleed or greyness its pitch black space and everything looks great. Now i guess its one or the other... =/

Update, i guess thats not the issue it shows 2 different headsets when I use debug tool. eh maybe i should just use in game settings call it a day.
 
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So the debug tool will not display an image on the HMD via Display port only HDMI. I read another post here about getting a Display to HDMI adapter which i did. And i have to say it made a huge difference mainly in space. You dont get that bleed or greyness its pitch black space and everything looks great. Now i guess its one or the other... =/

Update, i guess thats not the issue it shows 2 different headsets when I use debug tool. eh maybe i should just use in game settings call it a day.

Confirming that the drop to 45fps in stations and other high-load/busy areas is due to Oculus ASW feature cutting in.
I run a similar spec PC and just run HMD Quality 1.25 and SS 1.0
The 1.5/1.5 settings you're running are pretty demanding.

rdizz - you don't need to run the Debug Tool - the 'HMD Quality' setting in ED is the same thing, just made accessible through the game itself.

All you need to do to avoid the 45fps drop is turn ASW off - just make sure NumLock is ON and press Ctrl-NumPad1 (ie hold ctrl and press the 1/End on the number pad).

A 1080 doesn't really need ASW and Oculus have it kicking in far too early, and staying on too long. Turn it off. It must be turned off each time you start ED.
 
rdizz - you don't need to run the Debug Tool - the 'HMD Quality' setting in ED is the same thing, just made accessible through the game itself.

This. I must have missed it when this got added, but I've stopped using the debug tool and set the HMD quality setting instead now.
 
Confirming that the drop to 45fps in stations and other high-load/busy areas is due to Oculus ASW feature cutting in.
I run a similar spec PC and just run HMD Quality 1.25 and SS 1.0
The 1.5/1.5 settings you're running are pretty demanding.

rdizz - you don't need to run the Debug Tool - the 'HMD Quality' setting in ED is the same thing, just made accessible through the game itself.

All you need to do to avoid the 45fps drop is turn ASW off - just make sure NumLock is ON and press Ctrl-NumPad1 (ie hold ctrl and press the 1/End on the number pad).

A 1080 doesn't really need ASW and Oculus have it kicking in far too early, and staying on too long. Turn it off. It must be turned off each time you start ED.

What is ASW?

I will try this and report back.
 
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What is ASW?

I will try this and report back.

When the frame rate drops a little (due to lots of detail, etc), the Rift software inserts synthetic frames using ATW (Asynch Time Warp, Reprojection on the Vive). We've had ATW since launch - it handles the odd missed frame if your GPU is under heavy load and misses the deadline for display. ATW can't be turned off (no need and its lightning-fast anyway).

ASW is short for Asynchronous Space Warp.
Oculus included ASW recently - ASW is on by default. ASW detects when the frame rate drops consistently lower than (about) 80fps and locks the frame rate down to 45fps. This allows the GPU more time to complete each frame (up to 20-odd milliseconds compared to the 10-11ms allowed at 90fps). So with ASW running, you'll see the frame counter at 45fps, but you'll actually be seeing 90fps thanks to ASW, which looks for moving objects, uses the latest tracking data etc to render a synthetic frame in between each of the 45fps real frames delivered by the GPU.

ASW allows you to keep seeing 90fps - even if your GPU is less powerful (or in your GTX1080's case, is set to a pretty high detail level :D ).

I find I turn ASW off - ASW is in its early days and while its a great technology, it does have some drawbacks. ASW is squarely aimed at enabling lower-end GPU's to join the VR party, and not improve the experience of high-end GPU owners.

ASW does cut in pretty quickly (I think its about 75-80fps in ED) and stays turned on far longer than it should do (Ed seems to get stuck at 45fps in menus and stations etc even if you can render at 85090fps perfectly well once all the terxtures are loaded and nothings actually changing in the scene).

ASW detects the menus and panels, and the HUD as 'objects', and tries to re-render them when ASW is active. This makes little visible 'wiggles' in straight lines (like interference on an old TV), and the solid colour parts of the menus tend to bleed/melt. Text goes fuzzy too. ASW isn't perfect yet, and ED probably isn't set up to avoid the visual artifacts either.

Good thing is ASW can be turned off. Or on.

You can play with all four ASW modes:
ASW Off - Ctrl Numpad 1 - ATW only (preferred for ED for high-end GPU's)
ASW Off - Ctrl NumPad 2 - Forced 45fps (this can get uncomfortable and you soon see why 90fps is really necessary. Here you're simply at 45fps and ATW is probably working overtime!)
ASW On - Ctrl NumPad 3 - Forced 45fps with ASW on, generating the
ASW Auto On/Off - Ctrl Numpad 4 - switches between ASW on and just ATW only modes by itself. This is the default, and tends to get a bit stuck (stuck on) in ED.

You can use these modes in any program, at any time - just make sure NumLock is ON. It starts out in Mode 4 (ASW auto on/off) each time you start a VR app. ATW and ASW still work if you run SteamVR app, although there is a small loss in performance.

Oculus' page explaining ASW is here:
https://developer3.oculus.com/documentation/pcsdk/latest/concepts/asynchronous-spacewarp/
 
Ok, since you seem to know about these things...

what about people like me who don't have a numpad on their keyboard?

Or could I (with the CV1) just follow the instructions on the page you linked in reverse and set the AswEnabled key to 0 (or delete it)?

Mind you, just starting with VR yesterday evening. First result so far: sitting on a swivel chair apparently increases simulator sickness [ugh]

Apart from that: WOW :eek:. Especially after returning to the flat screen for the last five jumps...
 
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