Guzzo Posted September 22, 2018 Share Posted September 22, 2018 Hi all, I would like to have community opinion about a really unexpected drop in performance when I'm playing with my Oculus in Single Player or Multi Player mission. I did a test and here's the result for the same scenario, using the Oculus Debug Tool. With my current VR's settings here's the rendering time in SP: GPU - 20/22ms CPU - 10/12ms For MP mission, in the same scenario (so, same airport, same hangar, etc. etc.): GPU - 20/22ms CPU - 30/32ms As you can see, GPU performance is the same, it takes 20 to 22 ms to render a frame. But, due to more than 2.5 time for CPU rendering (increasing from 10/12 to 30/32) my overall FPS drop, because it seems that CPU is the bottleneck. I'm not a MP server, I'm connected just as client. In the first case I can play steady with ASW at 45 fps. In second case I have to play less then 30 fps for MP. I really do not understand why, in MP, CPU is involved in such a way to render the frame. My CPU is a I7 overclocked @4200. Thanks for help Link to comment Share on other sites More sharing options...
Jabbers_ Posted September 24, 2018 Share Posted September 24, 2018 Hi all, I would like to have community opinion about a really unexpected drop in performance when I'm playing with my Oculus in Single Player or Multi Player mission. I did a test and here's the result for the same scenario, using the Oculus Debug Tool. With my current VR's settings here's the rendering time in SP: GPU - 20/22ms CPU - 10/12ms For MP mission, in the same scenario (so, same airport, same hangar, etc. etc.): GPU - 20/22ms CPU - 30/32ms As you can see, GPU performance is the same, it takes 20 to 22 ms to render a frame. But, due to more than 2.5 time for CPU rendering (increasing from 10/12 to 30/32) my overall FPS drop, because it seems that CPU is the bottleneck. I'm not a MP server, I'm connected just as client. In the first case I can play steady with ASW at 45 fps. In second case I have to play less then 30 fps for MP. I really do not understand why, in MP, CPU is involved in such a way to render the frame. My CPU is a I7 overclocked @4200. Thanks for help My educated guess is that it is due to DCS being single threaded and having to handle the addition of the netcode stack in MP. Twitch2DCS - Bring twitch chat into DCS. SplashOneGaming.com - Splash One is a community built on combat flight simulation. S1G Discord twitch / youtube / facebook / twitter / discord Link to comment Share on other sites More sharing options...
Guzzo Posted September 24, 2018 Author Share Posted September 24, 2018 Thanks for your comment. In the meanwhile I did some other test with different MP servers and the result is heterogeneous: it seems that it depends from the kind of mission. So, heavy missions impact more than I guess with client CPU performance Link to comment Share on other sites More sharing options...
Mr_sukebe Posted September 24, 2018 Share Posted September 24, 2018 Hopefully the planned standalone server will include de-coupling of the "game" from the "server", thus at least allowing us to run the server AI loading on a different CPU core. System: 9700, 64GB DDR4, 2070S, NVME2, Rift S, Jetseat, Thrustmaster F18 grip, VPC T50 stick base and throttle, CH Throttle, MFG crosswinds, custom button box, Logitech G502 and Marble mouse. Server: i5 2500@3.9Ghz, 1080, 24GB DDR3, SSD. Link to comment Share on other sites More sharing options...
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