TL: DR
GTX1070 FE runs ED 2.1 with the Vive in VR High comfortably at 90 FPS and has considerable headroom for improving the graphics in several areas. It won't allow Super-sampling >1.0 without dropping to 45 FPS. Mild over-clocking allows SSx1.5 at 90 FPS but there isn't much headroom left for anything else. SSx2.0 is still well out of reach even with mild over-clocking. Overall, performance seems similar to, or maybe slightly better than, a 980 ti. Suggests that a GTX 1080 FE should be able to run SSx1.5 at 90FPS out of the box and SSx2.0 with a mild over-clock.
Detailed post:
I spent a little while last night playing around with the graphics settings in ED 2.1 to see what the GTX1070 FE was capable of and this is a summary of the results. This was prompted by finding the text difficult to read well when I just dropped into it the night before and reading around this forum, reddit and (in particular) this wiki https://www.reddit.com/r/Vive/wiki/elitedangerous.
After a little work understanding it the Frame Timing panel accessible from Steam VRs 'performance' tab I found it really useful to see what was going on, so that's where the graphs below are from. The graphs show a 2000-frame window (x-axis) with the Frame Time (FT) on the y-axis (in ms). For 90 FPS the GPU and CPU have 11.1ms to compute what they need before the frame gets delayed. The top panel shows the CPU usage within each frame and the bottom panel shows the same for the GPU. The graphs have several colours. The ones the pay attention too are 1) dark purple - this is the amount of time used by the application (in our case ED) to calculate things on the CPU/GPU for each frame, 2) Green - this is the amount of time used by the compositor application which is the interface between the Vive and ED (this doesn't really change), and 3) pale yellow - this is the amount of the frame time that the GPU/CPU is idle for - essentially this shows how much overhead you have left to play with in each frame before the frames start getting dropped. If the purple+green segments are <11.1ms then the yellow segment will end at 11.1ms as each frame is drawn. If its >11.1ms then the FT doubles because the image is only updated every two frames.
For this initial testing I used the Elite Dangerous Lobby scene since this is stable, reproducible for others, and not subject to the vagaries of how many other ships/players there are around. For this scene with EDs 3D settings set to 'VR High' the GTX1070 FE Frame Time is solidly 11.1ms (confirmed by the displayed FR in the ED window of 90 FPS), with ~5.5ms taken up by the application and ~0.5ms taken by the compositor and ~5.1ms idle time. This was conformed by MSI afterburners showing ~50 GPU utilization.
What I did then was turn on, or increase, each of the available graphics settings under 'quality' and see what effect it had on the Frame Time usage. These results for the settings that made a significant difference to the performance in this scene were:
Ambient occlusion to High:
Total FT: 11.1ms -> 11.1ms
Application FT: 5.5ms -> 7.5ms
Idle FT: 5.1ms -> 3.1ms
https://drive.google.com/file/d/0B_5_Bo8SHplgcFV4SU1Ub0Vma3M/view?usp=sharing
Bloom to High:
Total FT: 11.1ms -> 11.1ms
Application FT: 5.5ms -> 6ms
Idle FT: 5.1ms -> 4.6ms
https://drive.google.com/file/d/0B_5_Bo8SHplgOG9uWTgxcDZnTms/view?usp=sharing
Shadows to Ultra:
Total FT: 11.1ms -> 11.1ms
Application FT: 5.5ms -> 6.25ms
Idle FT: 5.1ms -> 4.35ms
https://drive.google.com/file/d/0B_5_Bo8SHplgNkFsSndUUEdTMkE/view?usp=sharing
Anti-aliasing to FXAA:
Total FT: 11.1ms -> 11.1ms
Application FT: 5.5ms -> 6.25ms
Idle FT: 5.1ms -> 4.35ms
https://drive.google.com/file/d/0B_5_Bo8SHplgVWl1RlN6VklnMlE/view?usp=sharing
Anti-aliasing to SMAA:
Total FT: 11.1ms -> 11.1ms
Application FT: 5.5ms -> 6.5ms
Idle FT: 5.1ms -> 4.1ms
https://drive.google.com/file/d/0B_5_Bo8SHplgVnZLQjRNZS1zR2s/view?usp=sharing
Anti-aliasing to MLAAX4: [for some reason that is now unclear to me, last night I decided to go from SMAA to MLAAX4 for the graph below. The figures quoted are going from 'VR High' to MLAAX4 though]
Total FT: 11.1ms -> 11.1ms
Application FT: 5.5ms -> 6.7ms
Idle FT: 5.1ms -> 3.9ms
https://drive.google.com/file/d/0B_5_Bo8SHplgc3QxWmlDR0FfNm8/view?usp=sharing
Super-sampling to x1.5:
Total FT: 11.1ms -> 22.2ms (confirmed by 45 FPS FR in the ED window)
Application FT: 5.5ms -> 10.5ms
Idle FT: 5.1ms -> 11ms
https://drive.google.com/file/d/0B_5_Bo8SHplgNzlSdHJ0bUpEX28/view?usp=sharing
Super-sampling to x2.0:
Total FT: 11.1ms -> 22.2ms (confirmed by 45 FPS FR in the ED window)
Application FT: 5.5ms -> >14msms
Idle FT: 5.1ms -> <8ms
https://drive.google.com/file/d/0B_5_Bo8SHplgNzlSdHJ0bUpEX28/view?usp=sharing
Conclusion:
So, the long and show of this is that the out-of-the-box stock GTX1070 FE comfortably runs ED in VR High with plenty of headroom for improving several of the VR High graphics options. From what I read elsewhere here this seems to be (as you might expect) similar performance to a 980ti but it would be interesting to see some FT graphs of the same scene from 980ti users to compare. It's also worth noting that several options that may make a difference during actual game-play made no difference here, for example 'FX quality' (I'm planning on testing this later).
What the sock GTX1070 won't do is run ED in VR High with SS>1.0 without dropping below the 90 FPS target. SSx1.5 is right on the margin though so I thought I'd try a conservative over-clocking of the card and see if that improved things sufficiently to run either SSx1.5 or SSx2.0 at 90 FPS.
Over-clocking:
The OC settings (+225 GPU clock and +233 memory clock) are slightly conservative takes on the OC reported from here:
http://www.hardocp.com/article/2016...ders_edition_overclocking_review#.V2P38_iw6u8
This overclocking reduces the stock ED VR high FT from 5.5ms to ~4.3ms which is approximately a 25% improvement (not bad!) which would put the OC GTX1070 close to (but still below) a stock GTX1080 if the published benchmarks and these numbers are to be believed. Below are the resutls for SSx1.5 and SSx2.0 for the OC GTX1070:
Super-sampling to x1.5:
Total FT: 11.1ms -> 11.1ms
Application FT: 4.3ms -> 8.5ms
Idle FT: 6.3ms -> 2.6ms
https://drive.google.com/file/d/0B_5_Bo8SHplgaWFtLTRFVmtHTGs/view?usp=sharing
Super-sampling to x2.0: [again, for some reason that is now unclear to me, last night I decided to go from x1.5 to x2.0 for the graph below. The figures quoted are going from 'VR High' to SSx2.0 though]
Total FT: 11.1ms -> 22.2ms (confirmed by 45 FPS FR in the ED window)
Application FT: 4.3ms -> >13.5ms
Idle FT: 5.1ms -> 8.7ms
https://drive.google.com/file/d/0B_5_Bo8SHplgWTF2RDltM0NsSlk/view?usp=sharing
Conclusions:
So it looks like a gentle over-clock will get the GTX1070 FE over the line for running with SSx1.5 (and maybe even have a little space for another option?), but its not enough to run SSx2.0. This is a shame because SSx2.0 looks a *lot* better IMHO than SSx1.5 (which is better than no SS, but not so dramatically). Again, this seems similar to OC'd GTX980 performance. If this performance is similar (90% of) the performance of a stock GTX1080 FE then the fact that the FT for SSx2.0 is significantly over 11.1ms suggests that the GTX1080FE will not be able to run SSx2.0 at 90 FPS out of the box, but if a mild over-clock results in a similarly scale improvement for the GTX1080 the this should see it run SSx2.0 at 90 FPS.
Other Notes:
If anyone has any other suggestions on things worth trying to improve the image quality, let me know.
Other relevant system specs: Intel i5 3570K @3.4 GHz, Asus P8Z77-V PRO Z77, 16GB Corsair Vengence DDR3 RAM, Toshiba 240GB SATAII SSD.
GTX1070 FE runs ED 2.1 with the Vive in VR High comfortably at 90 FPS and has considerable headroom for improving the graphics in several areas. It won't allow Super-sampling >1.0 without dropping to 45 FPS. Mild over-clocking allows SSx1.5 at 90 FPS but there isn't much headroom left for anything else. SSx2.0 is still well out of reach even with mild over-clocking. Overall, performance seems similar to, or maybe slightly better than, a 980 ti. Suggests that a GTX 1080 FE should be able to run SSx1.5 at 90FPS out of the box and SSx2.0 with a mild over-clock.
Detailed post:
I spent a little while last night playing around with the graphics settings in ED 2.1 to see what the GTX1070 FE was capable of and this is a summary of the results. This was prompted by finding the text difficult to read well when I just dropped into it the night before and reading around this forum, reddit and (in particular) this wiki https://www.reddit.com/r/Vive/wiki/elitedangerous.
After a little work understanding it the Frame Timing panel accessible from Steam VRs 'performance' tab I found it really useful to see what was going on, so that's where the graphs below are from. The graphs show a 2000-frame window (x-axis) with the Frame Time (FT) on the y-axis (in ms). For 90 FPS the GPU and CPU have 11.1ms to compute what they need before the frame gets delayed. The top panel shows the CPU usage within each frame and the bottom panel shows the same for the GPU. The graphs have several colours. The ones the pay attention too are 1) dark purple - this is the amount of time used by the application (in our case ED) to calculate things on the CPU/GPU for each frame, 2) Green - this is the amount of time used by the compositor application which is the interface between the Vive and ED (this doesn't really change), and 3) pale yellow - this is the amount of the frame time that the GPU/CPU is idle for - essentially this shows how much overhead you have left to play with in each frame before the frames start getting dropped. If the purple+green segments are <11.1ms then the yellow segment will end at 11.1ms as each frame is drawn. If its >11.1ms then the FT doubles because the image is only updated every two frames.
For this initial testing I used the Elite Dangerous Lobby scene since this is stable, reproducible for others, and not subject to the vagaries of how many other ships/players there are around. For this scene with EDs 3D settings set to 'VR High' the GTX1070 FE Frame Time is solidly 11.1ms (confirmed by the displayed FR in the ED window of 90 FPS), with ~5.5ms taken up by the application and ~0.5ms taken by the compositor and ~5.1ms idle time. This was conformed by MSI afterburners showing ~50 GPU utilization.
What I did then was turn on, or increase, each of the available graphics settings under 'quality' and see what effect it had on the Frame Time usage. These results for the settings that made a significant difference to the performance in this scene were:
Ambient occlusion to High:
Total FT: 11.1ms -> 11.1ms
Application FT: 5.5ms -> 7.5ms
Idle FT: 5.1ms -> 3.1ms
https://drive.google.com/file/d/0B_5_Bo8SHplgcFV4SU1Ub0Vma3M/view?usp=sharing
Bloom to High:
Total FT: 11.1ms -> 11.1ms
Application FT: 5.5ms -> 6ms
Idle FT: 5.1ms -> 4.6ms
https://drive.google.com/file/d/0B_5_Bo8SHplgOG9uWTgxcDZnTms/view?usp=sharing
Shadows to Ultra:
Total FT: 11.1ms -> 11.1ms
Application FT: 5.5ms -> 6.25ms
Idle FT: 5.1ms -> 4.35ms
https://drive.google.com/file/d/0B_5_Bo8SHplgNkFsSndUUEdTMkE/view?usp=sharing
Anti-aliasing to FXAA:
Total FT: 11.1ms -> 11.1ms
Application FT: 5.5ms -> 6.25ms
Idle FT: 5.1ms -> 4.35ms
https://drive.google.com/file/d/0B_5_Bo8SHplgVWl1RlN6VklnMlE/view?usp=sharing
Anti-aliasing to SMAA:
Total FT: 11.1ms -> 11.1ms
Application FT: 5.5ms -> 6.5ms
Idle FT: 5.1ms -> 4.1ms
https://drive.google.com/file/d/0B_5_Bo8SHplgVnZLQjRNZS1zR2s/view?usp=sharing
Anti-aliasing to MLAAX4: [for some reason that is now unclear to me, last night I decided to go from SMAA to MLAAX4 for the graph below. The figures quoted are going from 'VR High' to MLAAX4 though]
Total FT: 11.1ms -> 11.1ms
Application FT: 5.5ms -> 6.7ms
Idle FT: 5.1ms -> 3.9ms
https://drive.google.com/file/d/0B_5_Bo8SHplgc3QxWmlDR0FfNm8/view?usp=sharing
Super-sampling to x1.5:
Total FT: 11.1ms -> 22.2ms (confirmed by 45 FPS FR in the ED window)
Application FT: 5.5ms -> 10.5ms
Idle FT: 5.1ms -> 11ms
https://drive.google.com/file/d/0B_5_Bo8SHplgNzlSdHJ0bUpEX28/view?usp=sharing
Super-sampling to x2.0:
Total FT: 11.1ms -> 22.2ms (confirmed by 45 FPS FR in the ED window)
Application FT: 5.5ms -> >14msms
Idle FT: 5.1ms -> <8ms
https://drive.google.com/file/d/0B_5_Bo8SHplgNzlSdHJ0bUpEX28/view?usp=sharing
Conclusion:
So, the long and show of this is that the out-of-the-box stock GTX1070 FE comfortably runs ED in VR High with plenty of headroom for improving several of the VR High graphics options. From what I read elsewhere here this seems to be (as you might expect) similar performance to a 980ti but it would be interesting to see some FT graphs of the same scene from 980ti users to compare. It's also worth noting that several options that may make a difference during actual game-play made no difference here, for example 'FX quality' (I'm planning on testing this later).
What the sock GTX1070 won't do is run ED in VR High with SS>1.0 without dropping below the 90 FPS target. SSx1.5 is right on the margin though so I thought I'd try a conservative over-clocking of the card and see if that improved things sufficiently to run either SSx1.5 or SSx2.0 at 90 FPS.
Over-clocking:
The OC settings (+225 GPU clock and +233 memory clock) are slightly conservative takes on the OC reported from here:
http://www.hardocp.com/article/2016...ders_edition_overclocking_review#.V2P38_iw6u8
This overclocking reduces the stock ED VR high FT from 5.5ms to ~4.3ms which is approximately a 25% improvement (not bad!) which would put the OC GTX1070 close to (but still below) a stock GTX1080 if the published benchmarks and these numbers are to be believed. Below are the resutls for SSx1.5 and SSx2.0 for the OC GTX1070:
Super-sampling to x1.5:
Total FT: 11.1ms -> 11.1ms
Application FT: 4.3ms -> 8.5ms
Idle FT: 6.3ms -> 2.6ms
https://drive.google.com/file/d/0B_5_Bo8SHplgaWFtLTRFVmtHTGs/view?usp=sharing
Super-sampling to x2.0: [again, for some reason that is now unclear to me, last night I decided to go from x1.5 to x2.0 for the graph below. The figures quoted are going from 'VR High' to SSx2.0 though]
Total FT: 11.1ms -> 22.2ms (confirmed by 45 FPS FR in the ED window)
Application FT: 4.3ms -> >13.5ms
Idle FT: 5.1ms -> 8.7ms
https://drive.google.com/file/d/0B_5_Bo8SHplgWTF2RDltM0NsSlk/view?usp=sharing
Conclusions:
So it looks like a gentle over-clock will get the GTX1070 FE over the line for running with SSx1.5 (and maybe even have a little space for another option?), but its not enough to run SSx2.0. This is a shame because SSx2.0 looks a *lot* better IMHO than SSx1.5 (which is better than no SS, but not so dramatically). Again, this seems similar to OC'd GTX980 performance. If this performance is similar (90% of) the performance of a stock GTX1080 FE then the fact that the FT for SSx2.0 is significantly over 11.1ms suggests that the GTX1080FE will not be able to run SSx2.0 at 90 FPS out of the box, but if a mild over-clock results in a similarly scale improvement for the GTX1080 the this should see it run SSx2.0 at 90 FPS.
Other Notes:
- Neither SSx1.5 or SSx2.0 seemed to make any difference to the quality of the menu text (this might not be the case for in-game text though - I'll test this tonight) but it made a dramatic difference to the quality of the image in general and specifically the jaggies. SSx2.0 seemed like a larger step-change in quality over SSx1.5 than SSx1.5 is over SSx1.0.
- None of the AA options seemed to improve things much for either the text or the jaggies; SMAA seemed the best but nothing dramatic and nowhere near as good as enabling SS). It's probably not worth enabling.
If anyone has any other suggestions on things worth trying to improve the image quality, let me know.
Other relevant system specs: Intel i5 3570K @3.4 GHz, Asus P8Z77-V PRO Z77, 16GB Corsair Vengence DDR3 RAM, Toshiba 240GB SATAII SSD.