Stuck at 45 fps?

Ok i have been looking around for this problem but couldn't find any info.

I get a distinct blinking when moving my head around in my vive. It clearly looks like I can see one eye rendered before the other.

My computer runs two 970 with a 4690k processor. Regardless of expected performances, I set the game to lowest setting just to be sure.

Whatever setting i chose, i get a 45 fps limit as seen from afterburner overlay. It seems to me that the game renders to vsync, which would be 45hz per eye on the vive, but i don't see any setting i can modify to fix this.
 
Ok i have been looking around for this problem but couldn't find any info.

I get a distinct blinking when moving my head around in my vive. It clearly looks like I can see one eye rendered before the other.

My computer runs two 970 with a 4690k processor. Regardless of expected performances, I set the game to lowest setting just to be sure.

Whatever setting i chose, i get a 45 fps limit as seen from afterburner overlay. It seems to me that the game renders to vsync, which would be 45hz per eye on the vive, but i don't see any setting i can modify to fix this.

I believe you have to disable one of your video cards, that should fix the issue.
 
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It's funny you say this because since updating Oculus Home this weekend I'm getting massive judder in all games and considerable lag in OH and Afterburner also reporting 45FPS

I've changed nothing and SLI is still disabled.

Suggestions appreciated
 
I assume since you have 2 cards you are running with SLI enabled?

If so you need to disable it and run with a single card for Elite when using the Vive.

For reasons unknown, SLI is only possible with the Oculus (DK2 or CV1) and even then it is only by forcing it in the Nvidia panel.
 
Vive will also be rendering 90fps for each eye, not 45 per eye.
If you're only getting 45fps out of the graphics card(s), then the Vive will render 2 consectutive identical frames (you'll see 45fps, but its refreshing 90fps).
 
Sorry I have been busy and couldn't read the forum.

I indeed disabled SLI for E:D and it's now working properly :) I'm not entirelly sure what the problem was but it was not only a performance issue; it really looked like a frame limiter kicking in.

Thanks for the help :)
 
Sorry I have been busy and couldn't read the forum.

I indeed disabled SLI for E:D and it's now working properly :) I'm not entirelly sure what the problem was but it was not only a performance issue; it really looked like a frame limiter kicking in.

Thanks for the help :)

You're right it isn't a performance issue with your hardware but an issue with ED itself which has pretty much been acknowledged by Frontier.

SLI in general isn't supported by ED yet however why it can be 'forced' for the Oculus and not for the Vive is puzzling. I've not seen any technical explanation for it yet beyond a 'driver issue' which of course says nothing.
 
SLI / Crossfire are receiving less of a priority with devs in both GPU and game realms. As more powerful cards come out there's no need to pair them anymore and the PC users that use them are dwindling.

I fully expect (my personal view only) SLI to be dropped from many more games as time goes on.
 
SLI / Crossfire are receiving less of a priority with devs in both GPU and game realms. As more powerful cards come out there's no need to pair them anymore and the PC users that use them are dwindling.

I fully expect (my personal view only) SLI to be dropped from many more games as time goes on.

You can never have too much power. If the work load is split between 2 cards then it means each card runs cooler which is never a bad thing.
 
I assume since you have 2 cards you are running with SLI enabled?

If so you need to disable it and run with a single card for Elite when using the Vive.

For reasons unknown, SLI is only possible with the Oculus (DK2 or CV1) and even then it is only by forcing it in the Nvidia panel.

Source?

Last I heard, no commercial VR made use of SLI

An alpha version of the GameWorks VR SDK is already in the hands of – and receiving positive feedback from — VR industry leaders such as CCP Games, Epic Games, HTC, Oculus, and Valve. If you’re a VR developer interested in receiving the SDK, check out our GameWorks VR developer page.

https://blogs.nvidia.com/blog/2015/05/31/gameworks-vr/

has that changed?
 
Source?

Last I heard, no commercial VR made use of SLI

An alpha version of the GameWorks VR SDK is already in the hands of – and receiving positive feedback from — VR industry leaders such as CCP Games, Epic Games, HTC, Oculus, and Valve. If you’re a VR developer interested in receiving the SDK, check out our GameWorks VR developer page.

https://blogs.nvidia.com/blog/2015/05/31/gameworks-vr/

has that changed?

Source? - Personal experience having done it with my DK2, Vive and CV1 although it does't work with the Vive.

Game works VR might give native SLI handling but the Nvidia drivers bang it in now with a hammer. It has been mentioned countless times in this forum over the years by me and several others.

Try it yourself.
 
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