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Forum » SpaceEngine » Troubleshooting and Solutions » Max FPS settings for Oculus Rift?
Max FPS settings for Oculus Rift?
anakaa4Date: Sunday, 28.12.2014, 11:49 | Message # 1
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As you may know using Oculus Rift games requires stable +75 fps to run. Lower framerates result in nausea and motion sickness.

This new version and OR support is great, but the only problem currently stopping me from playing is the low FPS. I've noticed that:
-I get max FPS if I stay still in space and wait until everything around me has loaded
-FPS drops to 30-40 when moving forwards and the game loads more stars
-FPS stays at 30-40 when inside globular clusters
-FPS drops really low 15-25 on the surfaces of planets

I've tried editing the main and user files to change some numbers but they have no visible effect.
I have i5@2.67GHz , 8Gb of DDR3 and 7850 with 64-bit Win7

So are there any optimal settings to get the best framerate possible?
 
HarbingerDawnDate: Sunday, 28.12.2014, 14:43 | Message # 2
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Getting a high framerate while simultaneously using Rift mode is an extremely tall order. I don't think there's anything you can do to improve significantly upon what you've got. The two cameras, extreme FOV, and warp effects, etc. are extremely taxing. For me, Rift mode gives a 70-80% drop in framerate, more than any other 3D mode, because of these extra factors.

I would guess that the engine can and will be further optimized to reduce this framerate drop, but even if it were as optimized as it could possibly get you would need significantly better hardware than you have to get a solid 75+ fps while using DK2.





All forum users, please read this!
My SE mods and addons
Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
 
anakaa4Date: Sunday, 28.12.2014, 22:50 | Message # 3
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Yeah that's what I though. Thanks for letting me know
 
SpaceEngineerDate: Monday, 29.12.2014, 00:45 | Message # 4
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anakaa4, you may reduce resolution in Oculus: in the graphics settings menu move the "Oculus render scale" slider. BTW this is an official method, purposed in the Oculus Best Practice pdf. So low framerate in Oculus is not an only SE problem these days.

To prevent fps drop while generating stuff, change the timing settings in the main.cfg:
Code

LoaderMaxTilesPF    2  // max landscape textures created per frame
LoaderMaxTimePF     20.0    // max loading/creating time per frame (milliseconds)
CleanMaxTimePF      20.0    // max memory cleaning  time per frame (milliseconds)

LoaderMaxTilesPF can be reduced to 1, the rest can be reduced to less than 1/75 = 13 ms, but I guess this will not help because you have too weak graphics card for comfort playing in Oculus.





 
anakaa4Date: Monday, 29.12.2014, 21:39 | Message # 5
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Thanks! Yeah many Rift game has a hard time to run at stable and high framerate (and my GPU sucks, going to upgrade soon). The render scale slider is a good choice. Also thanks for the tips on main.cfg. But neither of those helped and I noticed something with the FPS:

It halves whenever there is something that's 3D. Because of the scale and stereoscopy, do you render only one, same image for both eyes when there's nothing so close that it would be possible to perceive 3D? Because for example I had stable 70 FPS (I use DK1 overclocked to 70Hz) when looking at a star cluster far away, but when I increased the scale so that the whole cluster looked like to be a size of a basketball the framerate dropped to (stable) 35. I noticed the drop at the same moment when the two images started to look a little different.
And the other thing was that in more demanding areas (near planets and stars) the framerate dropped to, again pretty stable, 23 (which is 1/3 of 70). It seems that the framerate is constantly either 70, 35 or 23. Don't know what's with that.
 
DinoflyDate: Thursday, 08.01.2015, 12:16 | Message # 6
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It's V-SYNC.
 
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