RES Performance

Why does my fps dip like this in RES sites. I have my gpu and cpu pegged at max clocks and usage is below 100%. Is this just poor optimization or am I missing something.

Game running at max settings with hmd quality at 1.25. ASW off.

Oculus Rift
1080TI @ 2000/5950
3770K @ 4.5
16GB DDR3

23ku4qo.png
 
SS is set to 1.

If the settings were set too high wouldn't I see my gpu utilization at 100%? It might be hard to see but gpu usage is at 44% when the screenshot was taken, and the frame rate was at 61 fps.

I'm thinking its either the cpu or the ram. Going to be upgrading to the 8700K and some fast DDR4. Hopefully that evens out the fps in these situations.
 
No.
VR performance is not about utilisation but responsiveness.
Your GPU cannot render frames if it's delayed by CPU or by poor RAM speed or if the USB etc.

We are also fairly tumbling in the dark cause possible half the crucial things halting performance aren't monitored by conventional software tools.
And even though cores and cpu utilisation is well below 100% it might not be able to keep up with the demands of VR.
 
And what exactly is responsiveness?

The way I see it, if the processor and gpu have headroom to process more frames then they aren't delaying anything. RAM speed could be an issue but I haven't seen any evidence that this game benefits from faster RAM. I highly doubt that USB controllers have anything to do with how many images are rendered by the hmd.
 
And what exactly is responsiveness?

The way I see it, if the processor and gpu have headroom to process more frames then they aren't delaying anything. RAM speed could be an issue but I haven't seen any evidence that this game benefits from faster RAM. I highly doubt that USB controllers have anything to do with how many images are rendered by the hmd.
https://www.vocabulary.com/dictionary/responsiveness

For vr, unlike with regular flat screen gaming you only have a few milliseconds to generate each frame.
If it isn't finished within the cut off limit it is scrubbed completely and has to restart.
If enough frames are scrubbed oculus trigger the spacewarp and sets a target fps of 45 and thus halving the demand on the hardware.

Take res sites that are heavy on processing across the board. because something isn't keeping up GPU gets throttled down and often when it's not the GPU that causes the bottleneck means GPU utilisation drops below 50%.
 
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Was this in 2.3.xx?

If the 2.4 beta was any indication, you may experience significant VR performance when 2.4 drops.

And hopefully some of that "Season 3 QoL" improvements will be better VR optimization.
 
Was this in 2.3.xx?

If the 2.4 beta was any indication, you may experience significant VR performance when 2.4 drops.

And hopefully some of that "Season 3 QoL" improvements will be better VR optimization.

Aye.
2.4 seemed very promising.
And I'm fairly confident there are more improvements to come later now that they no longer shackle themself to 32bit.
 
And what exactly is responsiveness?

The way I see it, if the processor and gpu have headroom to process more frames then they aren't delaying anything. RAM speed could be an issue but I haven't seen any evidence that this game benefits from faster RAM. I highly doubt that USB controllers have anything to do with how many images are rendered by the hmd.

Think of it like latency. You have plenty of bandwidth hence your utilization being low but the latency is to high. I still think the reason we see poor performance in RES is because of net code. Each time a new group of enemies load fps goes down then back up.
 

sollisb

Banned
Actually, VR up until around the time the beta started was absolutely perfect for me. Then, suddenly, any time in a res, it starts the jerk around rubbish. I reckon something has been done on the servers.
 
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