Samsung Odyssey: Bad performance in RES

I have really strange performance problems in RES on my Samsung Odyssey. I've been playing with settings for quite some time, tried it all. It's really strange fps drop that only happens in RES site when lots of action going on. I've taken screenshot

performance.png


I've lowered settings to the extreme. It's 100% SteamSS, 0.5 ingame SS. But FPS is still jumping from 35 to 65. Settings are all low. GPU is chilling at 20% usage and 7ms frame time. CPU frametime is above 11ms, but according to hwinfo cpu is chilling too. CPU usage is so low that it doesn't even leave run at max frequency.

Now i'm trying to figure out what is causing this. Is it ED engine problem? Is it bug in WMR's steamVR plugin? Is it Nvidia driver problem? Is it problem with my PC?

So, maybe someone could help me and try to run same benchmark and reply with results?

How to reproduce:

1) Disable AWS/Reprojection. This is really important.
2) Reduce steamvr supersampling to 100% (or set oculus supersamling to 1).
3) Set all ingame settings to low/lowest etc
4) Go to your local RES site close to gas giant (RES site should be on the inner part of ring)
5) Wait for large amount of ships to spawn and good guys start shooting pirates
6) Fly close to ships blob and do few rotations aligned to asteroid field
7) Watch your FPS.
8) If you don't own fpsVR it possibe to see your fps in mirror window if you are using geforce expirience and enabled fps indicator
 
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Your problem is not strange at all , ive been experiencing this exact same problem since ive started playing over a year ago. let me tell you no matter how much money you throw at hardware you wont cure this problem.
i have.
vive pro
arous z390 extreme mobo.
i9 9900 k
evga ftw 2080ti
evo ssd
corse air ddr4 3200 ram
internet speeds 400 mbs download 24 mbs upload


my frustration is i get 90 fps for about 15 to 25 mins. with alot of ships flying around game play is perfect . then i start getting major frame drops and stutter. ive noticed that when stutter kicks in its not as bad if your ship is still and your just looking around with your head set but when you move your ship with your hotas /joystick or keyboard the studder is much worse. zone out and zone back in and your cpu will be fine and not late start for another 20 min cycle.

tortorden and cylon surfer and others have given good insight on this and consensus is that its a frontier optimization problem. sad to say but we just have to live with it.
 
Thanks for detailed reply! You have Vive PRO, so it's definitely not WMR plugin's fault. What you described look like handle leak of some kind. In my case i don't need to wait, it happens right after pew pew begins. I'm more than sure, that if we manage to gather detailed and 100% reproducible report Frontier guys will be happy to fix it.
 
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Thanks for detailed reply! You have Vive PRO, so it's definitely not WMR plugin's fault. What you described look like handle leak of some kind. In my case i don't need to wait, it happens right after pew pew begins. I'm more than sure, that if we manage to gather detailed and 100% reproducible report Frontier guys will be happy to fix it.

Take a look through the bug reports regarding the issue. As far as FDEV are concerned the problem does not exist, they are unable to reproduce the evident performance issues which make certain ingame activities almost unplayable for VR players and certainly uncomfortable. Challenge this and get slapped with a forum ban... I find myself playing the game less and less these days as FDEV are just unwilling to spend any time fixing the performance issues introduced in version 2.3 which got worse with every other release.
 
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I am glad you posted this. I have been playing Elite since it first came out...2D, Vive, Odyssey and now Odyssey+. Oct thru Jan RES were smooth as butter for me. But, starting sometime in Feb and continuing this month, I get huge frame drops when in combat in RES and even open PVE combat. Mining or exploring - smooth as butter. But combat is beyond jerky. I have a i7 7700K and 2080ti. Doesn't matter how low I turn Steamvr SS or ingame SS...
 
I am glad you posted this. I have been playing Elite since it first came out...2D, Vive, Odyssey and now Odyssey+. Oct thru Jan RES were smooth as butter for me. But, starting sometime in Feb and continuing this month, I get huge frame drops when in combat in RES and even open PVE combat. Mining or exploring - smooth as butter. But combat is beyond jerky. I have a i7 7700K and 2080ti. Doesn't matter how low I turn Steamvr SS or ingame SS...


ITs just the crappy game engine. I have a i7 7700K @ 5ghz with RTX 2080Ti and Samsung Odyssey + and get stutters and poor frame rates around stations, close to stars etc as well. Last session I got around 35 FPS between 2 close stars. Like come on? a RTX 2080TI can't handle a 5 year old game ?
 
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ITs just the crappy game engine. I have a i7 7700K @ 5ghz with RTX 2080Ti and Samsung Odyssey + and get stutters and poor frame rates around stations, close to stars etc as well. Last session I got around 35 FPS between 2 close stars. Like come on? a RTX 2080TI can't handle a 5 year old game ?

I don't have problems you mentioned. Everything is silky smooth (90fps) even at stations. So it's probably some another issue you have.
 
I don't have problems you mentioned. Everything is silky smooth (90fps) even at stations. So it's probably some another issue you have.

Everyone has dips from 90FPS in stations, RE sites and even combat zones. This game does not run at a native 90FPS 100% of the time no matter the hardware you own.

While I do not have the issues Thuen88 has (they sound quite severe) and are likely a result of trying to run a high res HMD on too high settings or with supersampling levels cranked up to high, the game has serious performance issues with the follow in VR:

  • Shadows
  • Volumetric effects (fog)
  • Engine Cones
  • Weapon Fire

Any scenario which has a lot of the above going off at the same time makes the games frame rate plumet. This is why users commonly see FPS dips in RE Sites, Combat Zones and stations as all / most of the above effects are used in those scenarios.

I'm using a Vive Pro which is the Same res as the Samsung, but anyone can sit in a station with the FPSVR tool open and watch how thier FPS and latency changes as ships dock / undock, watch for sometime and you'll see your FPS dip below 90FPS the more ships there are doing things. Turn volumetric fog to low in your options and then do the same, you notice immediately that the FPS drops are much less and you have quite a bit more headroom, turn off shadows and you'll likely be at a solid 90FPS at all times in a station on good hardware. The problem comes into play that turning off shadows looks horid and we never used to have to do this and lowering volumtric effects results in a horid pixelation effect around asteriods in RE / mining sites under certain lighting conditions, and those actions are not really fixes for anything. You can of course also lower Engine cones effects which in my opinion is a sensible choice as in a RE Site you'll like have a lot of these effects firing off due to the amount of ships. There is nothing you can do about weapons fire, so as soon as you are in a situation which has a lot of ships in combat such as a RE Site you have all of the 'bad 4' (the list above) being used in abundance: Volumetric effects (the fog around the roids), shadows (every rock and ship casting them), Engine cones (every ship in your view), and weapons fire (from anything in combat). This combination is deadly to FPS and will bring any rig to it's knees making activities such as bounty hunting in RE sites very unenjoyable in VR.

Fact is someone at FDEV needs to take a long hard look at VR performance and figure out why those effects are now causing such issues and dramically lowering frame rates when they never used to do.
 
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I Also, have Samsung Oddesey and I have a large Bug thread associated to this issue, Is a Fdev Issue pure and simple. No other game gives you the same problems.
 
Yeah of course mate, everyone has dips from 90FPS in stations and in RES, even combat zones. If you want to make such a bold (and frankly ridiculous) statement I think you should be backing it up with frame timing logs, your settings and what kit you are playing on. This game does not run at a native 90FPS 100% of the time no matter the hardware you own.

I was talking about my testing environment, mate. Which, as you can see in original post, i run at 100% steam ss with 0.5 in game SS (to completely eliminated GPU related problems) with every settings in ED set to low.
 
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I was talking about my testing environment, mate. Which, as you can see in original post, i run at 100% steam ss with 0.5 in game SS (to completely eliminated GPU related problems) with every settings in ED set to low.

Sorry, I didn't notice you were the OP, editing my post accordingly.
 
I Also, have Samsung Oddesey and I have a large Bug thread associated to this issue, Is a Fdev Issue pure and simple. No other game gives you the same problems.

I believe that was the thread that landed me with a ban under the pretence of something very rediculous because they didn't want to provide any details on how they tested for the issue or what they had done to reproduce it.

I find the problem extremely frustrating, it has been reported many, many times. Some of which were during betas where the problem could be proven by simply switching from live to beta and back again. The problem has been ignored no matter what FDEV claim, bug reports about it moved to the bug report grave yard without explanation, archived or simply deleted in some cases.
 
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Everyone has dips from 90FPS in stations, RE sites and even combat zones. This game does not run at a native 90FPS 100% of the time no matter the hardware you own.

While I do not have the issues Thuen88 has (they sound quite severe) and are likely a result of trying to run a high res HMD on too high settings or with supersampling levels cranked up to high, the game has serious performance issues with the follow in VR:

  • Shadows
  • Volumetric effects (fog)
  • Engine Cones
  • Weapon Fire
Any scenario which has a lot of the above going off at the same time makes the games frame rate plumet. This is why users commonly see FPS dips in RE Sites, Combat Zones and stations as all / most of the above effects are used in those scenarios.

I'm using a Vive Pro which is the Same res as the Samsung, but anyone can sit in a station with the FPSVR tool open and watch how thier FPS and latency changes as ships dock / undock, watch for sometime and you'll see your FPS dip below 90FPS the more ships there are doing things. Turn volumetric fog to low in your options and then do the same, you notice immediately that the FPS drops are much less and you have quite a bit more headroom, turn off shadows and you'll likely be at a solid 90FPS at all times in a station on good hardware. The problem comes into play that turning off shadows looks horid and we never used to have to do this and lowering volumtric effects results in a horid pixelation effect around asteriods in RE / mining sites under certain lighting conditions, and those actions are not really fixes for anything. You can of course also lower Engine cones effects which in my opinion is a sensible choice as in a RE Site you'll like have a lot of these effects firing off due to the amount of ships. There is nothing you can do about weapons fire, so as soon as you are in a situation which has a lot of ships in combat such as a RE Site you have all of the 'bad 4' (the list above) being used in abundance: Volumetric effects (the fog around the roids), shadows (every rock and ship casting them), Engine cones (every ship in your view), and weapons fire (from anything in combat). This combination is deadly to FPS and will bring any rig to it's knees making activities such as bounty hunting in RE sites very unenjoyable in VR.

Fact is someone at FDEV needs to take a long hard look at VR performance and figure out why those effects are now causing such issues and dramically lowering frame rates when they never used to do.

I dont think so. In game SS and HMD quality is at 1x. Steam SS is at 140%, AA is off, Bloom is off, Ambient Occlusion is off. Shadows is low. Rest is a mixture of high, medium. Motion Reprojection Mode is on auto.

I do believe Steam or WMR asynchronous reprojection is just to poor compare to Oculus rifts counterpart. Every time the fps dips just a little the whole picture is giving out vibrating artifacts. On rift you could barely see them. My average FPS is aroundt 90 FPS though, i would just prefered a more steady framerate or better asynchronous reprojection for this headsett.
 
Are you sure you have WRM reprojection enabled? If WMR reprojection is disabled and your are not running 90 fps steam rotational re-projection kicks in. And that thing really sucks
 
I do believe so, but just to be clear, how do you turn on or off WMR reprojections ? I thave the steam Edit file on auto and steam VR reprojetions is turned on via the Game Mirror
 
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Yeah like I said. I have it on auto. What I don't still understand is if I force it on 45 FPS (motionvector) the FPS is still not locked at a steady 45 FPS, but jumping from 38-45ish from time to time. Even if I switch the headset to 60hz and lock the FPS to 30 it still jumps around under 30. If I turn it completely off and have the headset on 90hz the fps just around from 70-90, but never below 60. Average FPS on all modes are close to what it should be. The FPS shouldn't jump around at 45 FPS or 30FPS if this feature was working correctly with all the headroom the RTX 2080TI is giving it ? My CPU is chilling around at 30% btw.

All this just points towards a crappy game engine and or poor reproductions for WMR headsetts compare to Oculus Rift.
 
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WMR has nothing to do with this. All it makes game engine render at 45 fps, but it still sends 90 frames per seconds to HMD. For every frame sent by game engine to WMR runtime, runtime calculates another frame and sends to HMD. Long story short, if your fps drops below 45 is has nothing to do with reprojection. Its simply because game engine fails to render at 45 fps.
 
Yeah like I said. I have it on auto. What I don't still understand is if I force it on 45 FPS (motionvector) the FPS is still not locked at a steady 45 FPS, but jumping from 38-45ish from time to time. Even if I switch the headset to 60hz and lock the FPS to 30 it still jumps around under 30. If I turn it completely off and have the headset on 90hz the fps just around from 70-90, but never below 60. Average FPS on all modes are close to what it should be. The FPS shouldn't jump around at 45 FPS or 30FPS if this feature was working correctly with all the headroom the RTX 2080TI is giving it ? My CPU is chilling around at 30% btw.

All this just points towards a crappy game engine and or poor reproductions for WMR headsetts compare to Oculus Rift.


this happens to me also and ive never understood why. Cylon surfer if you read this can you explain why? sorry to ask but your one of the people here that seems to know and explain things i can understand . thanks.
 
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