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VR lags 90->45 fps


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Hello

I need good VR scene performance and unigine can do that - but not all the time

Can someone help to fix that hiccups ?

here demo video https://drive.google.com/open?id=1zDeM68NrefGPnpvaY5IkEnVPQlDJCX2w

here simple test scene https://drive.google.com/open?id=1FZEpEYY5yUVp_bGi4PA0mFrjFXEB245U

in real scene full of models and textures fps never go higher 45

tested with HTC vive steamVR 1.2.10 and less, GeForce 1080, tested for unigine 2.6.1, 2.7.2, 2.7.3

thanks

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The issue here is the display refresh rate of the HMD can be either 90 or 45, that means if your application minimum FPS will ever drop to something less than 90 you will instantly get 45 in HMD (you can even have 88 FPS, but driver will keep 45).

There is very little you can actually do. Firs of all you need to find out the reason of framerate drops (it can be either CPU logic or heavy content on GPU).

  • In case of GPU bottleneck you can reduce the resolution, reduce the render complexity (turn off some post effects, shadows an so on, reduce resolution). Another solution is to upgrade your GPU (if nothing helps). In 2.7.3 you can also try to enable built-in reprojection (it will help in case of GPU bound app with stable 70-80 FPS). You can also check Superposition VR Low preset rendering settings to reduce the GPU workload.
     
  • In case of CPU bottleneck you will need to rewrite some logic (if possible).

Most of the apps that currently available for VR running just fine with 45 FPS. Latest OpenVR update with Motion Smoothing (available only on Windows 10 + Nvidia GPU) has very nice visuals and no sense of lag. Oculus ASW always has a nice smoothing as well.

Thanks!

How to submit a good bug report
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Thanks for reply, I've seen 90/45 reports for vive,

but 45fps for almost empty scene in unigine - this is unacceptable

that why I prepared test scene -

3 hours ago, silent said:

to find out the reason of framerate drops

please let me know if there some changes on this problem

 

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Please, check the VR Low settings from the Superposition, that should be enough to get more stable numbers. I can see that there are a lot of post-effects enabled, that are too expensive in VR.

render_skip_post_materials 1 give me 2x boost in framerate, so you can tune up a settings to get the same numbers. Vive PRO is very demanding HMD (more the 2.5K monitor per eye) and framerate that you currently see with post materials enabled on almost empty scene is normal for GTX 1080.

You also can decrease resolution a bit via SteamVR or via command line arguments: https://developer.unigine.com/en/docs/2.7.3/principles/render/output/stereo/appvive/#options

Thanks!

 

 

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How to submit a good bug report
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FTP server for test scenes and user uploads:

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