What's the best way to see my FPS in OR ED?

Enable performance monitor in the Oculus debug tool. It will show you your FPS, number of dropped frames and performance headroom. Although I'm not sure its too accurate as the last time I used it, it sometimes showed me at -41% performance headroom whilst the game seemed to be running fine.

edit: The Oculus SDK with the debug tool is here
with instructions on how to use it here
 
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Enable performance monitor in the Oculus debug tool. It will show you your FPS, number of dropped frames and performance headroom. Although I'm not sure its too accurate as the last time I used it, it sometimes showed me at -41% performance headroom whilst the game seemed to be running fine.

edit: The Oculus SDK with the debug tool is here
with instructions on how to use it here

Yeah you are right about that it bounces all over the place I go from 40 percent headroom to - 25 all the time on this app
 
What's the best way to see my FPS in OR ED?
Use ctrl+f to enable FPS display in the monitor window, and then peek at it through the nose gap on the Rift. [yesnod]

This does not work so well if you need glasses to read the display, but in the beta they now have green for 90FPS, yellow for moderate performance, and red for poor performance - and even I can see colors w/o glasses. [woah]
 
Thank all for the replies.

My weak i5+GTX 770 is holding 75fps in my DK2 on VR High plus some extra "bumped up" settings. Very pleased with the performance tweaks FD has implemented.
 
Enable performance monitor in the Oculus debug tool. It will show you your FPS, number of dropped frames and performance headroom. Although I'm not sure its too accurate as the last time I used it, it sometimes showed me at -41% performance headroom whilst the game seemed to be running fine.

edit: The Oculus SDK with the debug tool is here
with instructions on how to use it here

Hehee you see 90fps because ATW (and ASW if enabled) will make up the frames your GPU drops.

The debug tool is, as far as I can see, accurate to a fault. It knows the queue-ahead timings, knows the timings going on in the compositor as well as your cpu and gpu.

The best Oculus Debug Tool performance HUD I have found to use is the App Render Timings HUD. It shows the CPU time needed, the Apps' time to render (in this case, ED), and the frames dropped by your GPU.

If the missed frame submits are ticking up fast, you're dropping lots of frames and ATW is having to fill in the missing images with synthetic images.
At any detail setting, you only have 11ms to completely render and ready both eyes' frames for display... that's 90fps.

So if that App Render Timing HUD shows you're pushing over 11ms, you'll see varying amounts of judder, depending on what you are looking at, moving objects etc. Lower detail settings, or enable ASW and see if that improves your experience -

With ASW, the Oculus SDK locks your GPU down to 45fps, giving the CPU and GPU up to about 20ms to finish rendering. This is a big extra slab of time over 11ms, but each intervening frame is supplied by ASW, which only takes 1-2 ms to generate. SO you're getting 45 real 'keyframes' from ED, and 45 fake ASW-generated frames in between for the 90fps you get pumped to your eyes.
 
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