wju Posted July 16, 2019 Share Posted July 16, 2019 I did a small test today - screen vs VR (Oculus CV1), here it is: Screen pixels total: 2560x1440 = 3 686 400 pixels VR pixels total: 1080x1200x2x1.4 = 3 628 000 pixels Oculus CV1 with 1.4 pixel density -i.e. roughly the same number On screen I get 40% GPU usage with 60fps (vsync on) With VR I get 70% GPU usage with fps locked on 45 only It would be 70/45*60 = 93% for 60fps - more than double! CPU is slacking in both cases; but yes with monitor much more… scene is TF-51 - free flight Tbilisi Is it normal or do I have something bad in my settings? i7-7820X@4.5Ghz; GPU 3080Ti, 64GB RAM, HP Reverb G2; VKB Ultimate stick; VIRPIL Throttle; Slaw Pedals; custom AX&BTN BOX Link to comment Share on other sites More sharing options...
Svsmokey Posted July 16, 2019 Share Posted July 16, 2019 Entirely normal at this time...ED is working on a VR optimisation , but has hit a stumbling block , so -we'll see . 9700k @ stock , Aorus Pro Z390 wifi , 32gb 3200 mhz CL16 , 1tb EVO 970 , MSI RX 6800XT Gaming X TRIO , Seasonic Prime 850w Gold , Coolermaster H500m , Noctua NH-D15S , CH Pro throttle and T50CM2/WarBrD base on Foxxmounts , CH pedals , Reverb G2v2 Link to comment Share on other sites More sharing options...
Harlikwin Posted July 16, 2019 Share Posted July 16, 2019 Well for VR ots rendering 2 scenes, one for each eye from a slightly different perspective. New hotness: I7 9700k 4.8ghz, 32gb ddr4, 2080ti, :joystick: TM Warthog. TrackIR, HP Reverb (formermly CV1) Old-N-busted: i7 4720HQ ~3.5GHZ, +32GB DDR3 + Nvidia GTX980m (4GB VRAM) :joystick: TM Warthog. TrackIR, Rift CV1 (yes really). Link to comment Share on other sites More sharing options...
Strikeeagle345 Posted July 16, 2019 Share Posted July 16, 2019 There is a larger work load put on the CPU and GPU when rendering VR. Mainly as its two different screens with two different perspectives / aspects of view (to give you the 3D effect). Strike USLANTCOM.com i7-9700K OC 5GHz| MSI MPG Z390 GAMING PRO CARBON | 32GB DDR4 3200 | GTX 3090 | Samsung SSD | HP Reverb G2 | VIRPIL Alpha | VIRPIL Blackhawk | HOTAS Warthog Link to comment Share on other sites More sharing options...
dax Posted July 17, 2019 Share Posted July 17, 2019 Besides the fact that there are two scenes to render, as there are two different viewpoints, setting PD to 1.4 increases the total number of pixels by 1.96, not just 1.4, as the oversampling is performed in both vertical and horizontal directions. Intel Core i7 6700K@4.7GHz, Asus Sabertooth Z170 Mark1, 16Gb Kingston DDR4 2800MHz, Asus Geforce GTX1080, SSD Sandisk Extreme Pro 250Gb, Seagate 2Tb, TM Hotas Warthog, Ch Pro Pedals, TrackIr 4, Oculus Rift CV1 & Rift S Link to comment Share on other sites More sharing options...
wju Posted July 18, 2019 Author Share Posted July 18, 2019 (edited) @Svsmokey - yes, we have to wait Edited July 18, 2019 by wju i7-7820X@4.5Ghz; GPU 3080Ti, 64GB RAM, HP Reverb G2; VKB Ultimate stick; VIRPIL Throttle; Slaw Pedals; custom AX&BTN BOX Link to comment Share on other sites More sharing options...
wju Posted July 18, 2019 Author Share Posted July 18, 2019 ... setting PD to 1.4 increases the total number of pixels by 1.96, not just 1.4, as the oversampling is performed in both vertical and horizontal directions. culpa mea, I test it with PD 1.2 next time ;-) i7-7820X@4.5Ghz; GPU 3080Ti, 64GB RAM, HP Reverb G2; VKB Ultimate stick; VIRPIL Throttle; Slaw Pedals; custom AX&BTN BOX Link to comment Share on other sites More sharing options...
wju Posted July 18, 2019 Author Share Posted July 18, 2019 i have retested GPU load with PD 1.2 Screen pixels total: 2560x1440 = 3 686 400 pixels VR pixels total with PD = 1.2: 1080x1200x2x1.2x1.2 = 3 732 480 pixels On screen I get 40% GPU usage with 60fps (vsync on) With VR I get 55% GPU usage with fps locked on 45 only It would be 55/45*60 = 73% for 60fps - OK, it is not double but still too much I think; hope the calculation is correct now well, is it really so, that GPU is responsible for calculation objects positions? I believed (probably worng) that it is CPU´s job and GPU just renders the scene, ie colors, shades, fading etc.. anyway, hope they find some improvements ;-) i7-7820X@4.5Ghz; GPU 3080Ti, 64GB RAM, HP Reverb G2; VKB Ultimate stick; VIRPIL Throttle; Slaw Pedals; custom AX&BTN BOX Link to comment Share on other sites More sharing options...
DeltaMike Posted July 18, 2019 Share Posted July 18, 2019 Question is, how fast can your CPU render a scene? If it can do it in less than 11ms you can run at 90fps. If you're content with 60fps you have 17ms to work with. My suspicion is your render time is more than 11 but less than 17ms. So when your rift defaults to 45fps your CPU and GPU have plenty of time to render the scene. Either way it seems your GPU has plenty left to give. For VR you want your CPU render times down around 9ms or less on an empty map, which isn't dreadfully difficult but depending on your setup that's where I would look first Ryzen 5600X (stock), GBX570, 32Gb RAM, AMD 6900XT (reference), G2, WInwing Orion HOTAS, T-flight rudder Link to comment Share on other sites More sharing options...
wju Posted July 19, 2019 Author Share Posted July 19, 2019 @Delta: fps in VR is locked at 45 to compare GPU utilizationin in VR vs Screen i7-7820X@4.5Ghz; GPU 3080Ti, 64GB RAM, HP Reverb G2; VKB Ultimate stick; VIRPIL Throttle; Slaw Pedals; custom AX&BTN BOX Link to comment Share on other sites More sharing options...
NeilWillis Posted July 19, 2019 Share Posted July 19, 2019 2D v 3D - no comparison. Link to comment Share on other sites More sharing options...
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