will need to make sure I’ve got everything setup right as I’ve no frame of reference for what’s ‘good’ performance. 2070s seemed to be holding up ok.
I massively recommend picking up fpsVR, it (among other things) gives you an in game overlay that displays various metrics like frame rate, GPU/CPU load etc and is extremely handy when dialling in settings.
I’m having serious performance issues with my 2070S in some of the games I’ve tried, despite lowering the steam render resolution... both project cars and AMS 2 (both use the same engine) are running very poorly despite dropping settings down. Odd given the quest was trying to render at a similar resolution to the current 50% setting in steam, and I had no such performance issues there. Something very odd going on! I see the latest Nvidia drivers have some VR issues, may need to try rolling back.
Half-life Alyx conversely runs beautifully (and wow is it good looking in this headset)... had a brief go with Onward which seemed to run ok too.
While I think there is definitely something fishy going on with my performance in some games, my big takeaway so far is that the 2070S is barely (and arguably not actually) sufficient.
if anyone has must dos etc please post here. That video for instance seemed to show steam wmr running at way too high a res. Annoyingly can’t manually set to the correct pixel density though
There is a lot of misunderstanding around what a headset “should” be rendering at. (
@zero71 your guy in the video too) The 100% steam target is NEVER the native resolution and is usually approximately 1.4x the panel resolution. For example the Valve index has a per-eye resolution of 1440×1600. Setting the render resolution to 100% results in 2016×2440 in steam (the typical 1.4x panel res, same as the G2 is doing at 100%). EDIT - just to clarify I am on the steamVR beta which is correctly targeting just over 3k x 3k, I believe the non beta may have been targeting over 4x?
The problem here of course is that the G2 is so high res that the extra 40% in this case takes you over 3k x 3k per eye which is an insane rendering load. That extra resolution is however theoretically needed due to how rendering in VR works, and allows things like barrel distortion correction - as such it needs a higher number of pixels to sample from before outputting the distortion corrected 2160x2160 frame to the headset. Were you to render at anything below that target, after applying lens distortion corrections you’d actually be undersampling... which is fine of course, you can absolutely do that, but you aren’t then actually using your headset to the maximum. So anyone telling you that you should set it as close to 2160x2160 as you can doesn’t understand how it actually works. The nice thing is the G2 is sufficiently high res that you can get away with doing it and still have a great picture, just not quite as great as it would be at 100%. I noticed fine details such as small text on books in the steam home for example becomes significantly harder to read below around 80%.
if anyone is interested further in what is holding and why the target is higher than most seem to think it should be, this video is quite good despite its age
https://youtu.be/B7qrgrrHry0
The best course of action is actually to leave it at 100% in global if you can (although depending on your GPU you masy need to drop to eg 80% just for steam home to run well) and then set per application targets as needed - some games aren’t very demanding and you can probably leave close to 100%, while others may need a substantial drop. Be mindful when you use both as they affect each other (eg if you set 60% global, per app will use that 60% as it’s 100% baseline).
If a particular game is proving challenging, you may be better served by forcing motion smoothing permanently on (again, do it on per app settings) where it will target 45fps and supply an interpolated frame every other frame giving you an effective 90fps albeit sometimes with some light artefacting. Do make sure you are easily hitting the 45fps though as you don’t want to dip below it. For example in my struggles with AMS2 this evening, for whatever reason is causing it I only seem to be able to get 58-64fps which gave a very choppy experience. By forcing on motion smoothing I got a very playable and much smoother experience, despite technically running at lower frame rate. Different games will be more or less suited to using reprojection, but I find driving games and flying games to generally be ok.
So, do I get it right that tracking is a pass in games if you don't try to break it?
Limited test of course, but just played an hour or so of Alyx, no tracking issues whatsoever and actually throwing objects probably better than my quest was.