Forum Discussion
vrexperience
12 years agoExplorer
Anybody with a Rift and GTX Titan or AMD equivalent
I am putting together a simulation world for training and note the world I am using is totally maxing out my GTX660ti and in certain parts of the vr world I am only getting a few frames per second whilst in others it is ok. Whilst I know I could cull some details, I would rather upgrade my system. The Tuscanny demos run great on my system but I need this world to run.
So if anybody out there has a Titan and they are interested in trying the test to see fps they get can they pm me please.
Thanks.
So if anybody out there has a Titan and they are interested in trying the test to see fps they get can they pm me please.
Thanks.
38 Replies
- vrexperienceExplorerHave uploaded to my site linked below, so if anybody can try it and report frame rate I would be grateful.
- defactomanHonored GuestI got a 670 at home, I can try it on that when I get home if you're wanting more input
- vrexperienceExplorerIf you would not mind, only I need to upgrade probably because as I walk around the fire engine there is a lot of geometry in the building and it can drop to 5fps.
- parzivalHonored GuestI have a Radeon HD7970 and i can test tonight when i get home.
- parzivalHonored GuestSapphire Radeon HD7970 3gb
1920x1080 on Fantastic
55-60 FPS most of the time.
lowest i dropped was 47 , in one area with alot of trees and bushes
Nice looking demo! I'll have my rift tomorrow and i can try it in there. - InscothenExplorerGTX 670 (without rift)
2048x1152 on fantastic
similar results as parzival's hd7970. - tlopesHonored GuestI got around 35FPS with my Radeon HD 4650 (with the Rift plugged in) on Fantastic mode. I ran a PIX capture and noticed a few places where you could improve your framerate :D
1) You can turn down or disable the multi-sampled antialiasing (you're currently set by default to 8xMSAA)
2) The resolution on the skybox (or is it the environment map, I can't really tell from the PIX capture, it just looks like a panoramic view with the city upside-down) is huge at 4096x1024 in X8R8G8B8 (uncompressed). You should consider converting this to DXT1 or shrinking the image. This particular texture uses 22.4MB of VRAM (which is a ton for a single texture)
3) The next largest thing is a cloud-map or smoke-map at 2048x2048 at A8R8G8B8 (uncompressed). This is another one that you should consider shrinking or converting to DXT5. This particular texture uses 16.8MB of VRAM
4) There are many objects being drawn behind other objects. This spends from your draw call count, your vertex processing rate, and your fillrate (due to overdraw). If you have access to the Pro version of Unity, you should enable occlusion culling.
5) You're running the new chromatic aberration-correcting version of the Rift's barrel warp pixel shader (from the v0.2.1 SDK). Try using the older one (that doesn't correct for this) from the v0.1.5 version of the Rift SDK because that should improve your performance.
6) Try to reduce the number of transparent and reflective objects in your scene. Not all of the windows and all of the shiny metal objects in the world have to be reflective :P
I hope these suggestions help you out! Good luck upping your framerate :D
Edit: You may also want to consider enabling VSync. This will reduce any screen tearing caused by erratic frame draw times. - cyberealityGrand ChampionI have a GTX 690, I'm downloading now.
- KingK76ProtegeOkay there is definitely an issue here. I have 2 GTX480's in SLI. The Demo only uses one of the cards which is expected due to no SLI flag for this demo. So I ran MSI afterburner in the background so I could look at my FPS GPU load and vRAM load. When the demo starts I am getting a solid 60FPS at about 20% GPU load. The more I explore the demo world My FPS drops to around 41. The problem is I was able to maintain 60 FPS in these areas where I was previously getting a solid 60FPS. On top of that My GPU usage at 60FPS was around 20% and when my FPS drops to 41-42 my GPU usage also drops to around 15%. This should not happen. In order for my FPS to drop below 60fps vsynced my GPU usage should increase to above 100%. At no point did my GPU go above 25%. It is almost like there is a memory leak or something. That has been the cause in the past of losing FPs for no apparent reason. I also ran this demo at 1280x800 on Fantastic. I later ran it a 3072x1728 on Fantastic setting and still maintained 60fps (around 45-50% GPU load) for the first minute and then after around a minute my fps would drop again to around 41-42FPS. It also did not matter where I was in the Demo. It seemed to be an issue with the amount of time or perhaps the amount of area explored. Anyway it does seem that there are some issues that need to be ironed out. Good luck!
- InscothenExplorerOk, I ran this again on my GTX670.
On Fantastic setting, I get the same 60 FPS with random drops into the 40s at 640x480 as i do at 2048x1152.
at 1920x1080 when dropping into the 40s, GPU memory usage was around 450MB, and GPU usage was 30% up to 40%
On Beautiful setting, at 2048x1152, the drop goes down to low 50s.
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