PC VR (How much VRAM?)

OP will probably find if they upgrade their GPU they will start to become CPU limited. I've noticed with Le Mans Ultimate that CPU limitations are restricting some of the more taxing settings like shadows, as opposed to lack of GPU grunt. Obviously this will vary game by game so the they really need to use a tool like fpsVR and see where they're at.
 
That extra performance is enough to stop some demanding games going into reprojection, which is worth it.

I find I'm mostly CPU limited now, as the 4090 can handle most of what's thrown at it.
Yea I actually agree, in the eternal struggle for clarity, every bit helps.

With a 4080 and quest 3 and the resolution slider maxed, iracing@ 1.4x supersampling is crystal clear, easily my favourite looking sim, it just feels like you're driving a car.

ACC is unplayable with DLSS on, it's so ugly. That close to the assets, you really see the limitations - don't even get me started on FSR. It's a shame because it does feel like the handling is good, and I love the sound and FFB, but it's a dealbreaker. I've spent hours trying to get this game... not ugly.

AC 1.4x and 1.3x in content manager looks good. AMS2 looks better, competes with iracing but when I try to play it now I get annoyed by the cars floating into the side of the track and stuff, it just doesn't grip like I'm used to.

LMU has a bit of the ACC problem, but not as bad. I have to turn the SS down to 1.1x but then I seem to get my 72 fps. Or I think I do. I don't run any monitoring software in VR, none of it seems to work, iracing and AC having their own is a godsend, though it doesn't list vram usage I don't think... which brings me to my point...

I have no idea how much vram any of this uses lol. Afterburner never worked for me in VR, I avoid steamvr anything like it has aids.

Anyone know of some kind of simple VR performance chart I can throw into a static part of the screen, like on the dash

side note: I'm new to LMU, bought it the weekend, I never have trouble with race pace in iracing, or being one of the faster cars in a practice lobby, but I cannot figure this game out, like the computer does 2:00's at Spa, I can't break 2:03,and what's worse, I noticed I seem faster if I like don't even trail brake, because if I trail brake, it doesn't seem to give me the turning bonus I get in other games - infact, if I just brake at my normal hyper car breakpoints, then take my foot off the brake completely, it easily makes like any turn, even T1 spa it just whips around it. Maybe that's how these hypercars are to be honest? IDK I'll figure it out, just not today as I'm sick. There's probably just a very tight window for speed on turn entry that I'm not used to

My mini-review of it - the driving feels great, graphically it's nothing great, maybe with a 5090 you could run it at 1.4x with everything maxed, but I do 1.1x with everything maxed @ 72 hz, and things are a bit... blurry, and small. IDK why but only iracing gets the... scale of real cars right. But if I try to add a few points to other game's scale, they quickly feel weird. IDK. It's fine. It seems like a good game. The tires on the first lap are killers, and it was annoying having to keybind sim stuff I don't normally **** around with too much, but it feels neat how realistic that is so.
 
@kute Go into your Oculus install folder >support>oculus-diagnostics and open OculusDebugTool.
Select the performance HUD in the visible HUD drop down menu.

Other than that, fpsVR on Steam.
Yea apparently i'm super ****, i've had the app literally open on my desktop for 2 years now and never looked at the bottom sections
 
I use FPS VR on Steam. It's how I can see I'm CPU bottlenecked. I rarely ever see the GPU graph go yellow or red without corresponding CPU graph doing the same.

A classic case is No Mans Sky in VR where when it's generating and spawning in geometry and creatures when you first land on a planet and the frame rate takes a hit and CPU utilisation gets maxed. After a couple of minutes it all settles down and goes smooth.
 
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