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CPU Performance Patch (Up to 30% faster physics, up to 60% more FPS)

Plugins + Scripts CPU Performance Patch (Up to 30% faster physics, up to 60% more FPS)

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Can someone point me to the github page for the source code for this plugin? I wanna run it through o3-mini-high and see if there's any improvements I can make....
 
Going to be dropping a 9950X3D into a new build today. I'm coming from the 14900K, so I'm definitely curious what performance will look like when paired with my RTX 4090 (working on getting a 5090, but haven't been successful in getting one yet). From what I understand about the patch, the default configuration should be the best option for the 9950X3D, correct?
 
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Can someone point me to the github page for the source code for this plugin? I wanna run it through o3-mini-high and see if there's any improvements I can make....
If you end up being able to optimize, Bob, please let us know. Not only would I love an optimized plugin but wouldn't loathe learning how you did it with AI.
 
If you end up being able to optimize, Bob, please let us know. Not only would I love an optimized plugin but wouldn't loathe learning how you did it with AI.
Going to run it through o3-mini-high. I've done it for other projects, just not through VaM yet, so I wanna give it a shot :)
 
@Yujujo
That setup is for 16 cores. Your 9900K has 8 real cores. Try the same settings I use on a 13900K (which also has 8 real cores, not Intel E cores)

@Slaanesh69
I also saw this before using the VaM updater to sync/repair core or a fresh VaM install. Then copy the patch files fresh. If it still happens after that, try v12evo
Thank you. Changing to these settings did not do much for my performance but after changing the "Physics Update Cap" to 1 VAM is now getting a steady 40 fps with soft body physics on and all settings maxed out. I noticed that the quality of the soft body physics still looks amazing. Has anyone else tried setting this to 1? What is the benefit of having the Physics update cap set to 3? I see no difference in the quality. The only difference is when I set it to 3, my framerate drops to 15. VAM in VR is also running at a steady 40 FPS with the physics update cap set to 1 so I guess having at 3 was the major cause of the low FPS on my system.
 
Thank you. Changing to these settings did not do much for my performance but after changing the "Physics Update Cap" to 1 VAM is now getting a steady 40 fps with soft body physics on and all settings maxed out. I noticed that the quality of the soft body physics still looks amazing. Has anyone else tried setting this to 1? What is the benefit of having the Physics update cap set to 3? I see no difference in the quality. The only difference is when I set it to 3, my framerate drops to 15. VAM in VR is also running at a steady 40 FPS with the physics update cap set to 1 so I guess having at 3 was the major cause of the low FPS on my system.
As far as i noticed the motion of the body becames more faster and instant then smoother and slower when update cap is more then 1. for example i make a stroking animation and its speed is fast then due to update cap of 1 i might not get the desired faster movement that i want it would be more like a smoother and slower. since my pc can't hand update cap more then 1 the alternative to that i do is i set the spring of hand to 100% as well as its hold max velocity so the hand controller and the hand itself and more in corespondence and serviceable with fast stroking animation then setting update cap to 2 and lose 15 fps. If you already have low fps then setting update cap to 2 will make motion look choppier but faster rather then smoother and slow. Physics rate also plays a role but i noticed that with this patch the fps is much better with auto or 72hz (or was it 74 can't remember xd)
 
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Experimentation is required. I am getting a solid 40 FPS with 3-person atoms and soft body physics only when the physics update cap is set to 1. I am not seeing any downside to setting it to 1 yet and playing in VR, with Full body tracking. I'm kicking myself for not trying this when I was getting 15 FPS with PUC set to 3. I am very Glad that I can finally play VAM in VR and get a stable 40 fps. I still only use a blank scene with a single-person atom loaded with plugins to bring her to life. Attaching a dildo asset to my hip tracker is enough but now I can possess a male person atom and the experience is true virtual sex.
 
Experimentation is required. I am getting a solid 40 FPS with 3-person atoms and soft body physics only when the physics update cap is set to 1. I am not seeing any downside to setting it to 1 yet and playing in VR, with Full body tracking. I'm kicking myself for not trying this when I was getting 15 FPS with PUC set to 3. I am very Glad that I can finally play VAM in VR and get a stable 40 fps. I still only use a blank scene with a single-person atom loaded with plugins to bring her to life. Attaching a dildo asset to my hip tracker is enough but now I can possess a male person atom and the experience is true virtual sex.
As i said there is no downside to PUC 1, its just gets more smoother with more fps instead of fast motion and choppiness due to drop of 15 fps if pc is struggling with fps.
 
Thank you. Changing to these settings did not do much for my performance but after changing the "Physics Update Cap" to 1 VAM is now getting a steady 40 fps with soft body physics on and all settings maxed out. I noticed that the quality of the soft body physics still looks amazing. Has anyone else tried setting this to 1? What is the benefit of having the Physics update cap set to 3? I see no difference in the quality. The only difference is when I set it to 3, my framerate drops to 15. VAM in VR is also running at a steady 40 FPS with the physics update cap set to 1 so I guess having at 3 was the major cause of the low FPS on my system.
Physics update cap only affects things if your physics rate is higher than your fps.

It is basically the maximum amount of times the physics engine is allowed to run calculations between frames, and becomes irrelevant if your frames are already higher than the physics rate. If on the other hand the physics rate is higher than your fps, then VaM will run the physics engine 2,3 etc times per frame, which will in turn tank your FPS even more since VaM physics are hard on mid - lower end PC's, and can even bring a top tier PC to its knees if you add a lot of atoms and interactions in a scene.

I personally lower the physics rate to 45 when I am in VR, which helps fps a lot.
 
i cant seem to get this to run, ive tested it with the powershell commands and it never seems to run, what am i doing wrong? i have an intel 14900kf and a 3080ti, i do have a custom install location but i doubt that would have any effect would it?
 
i cant seem to get this to run, ive tested it with the powershell commands and it never seems to run, what am i doing wrong? i have an intel 14900kf and a 3080ti, i do have a custom install location but i doubt that would have any effect would it?
Do you see a Performance Patch Loaded message in C:\Users\[User]\AppData\LocalLow\MeshedVR\VaM\output_log.txt ?
 
Do you see a Performance Patch Loaded message in C:\Users\[User]\AppData\LocalLow\MeshedVR\VaM\output_log.txt ?
i do yes;

PerformancePatch loading

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 43)

PerformancePatch loaded

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 43)
 
I've actually had an issue with the latest version 13 patch. My .dll files aren't being removed from the main VaM folder whenever I use a plugin. (I used the version 13 before VaM updated with no issues since it was released.) This is causing multiple duplicates of the .dll files and the plugins to not work. I tested this in a fresh install of VaM with nothing added but the patch, and still had this issue. I'm on Windows 11, if that helps. Is anyone else using windows 11, as I feel they might have changed something with a recent update.
 
I've actually had an issue with the latest version 13 patch. My .dll files aren't being removed from the main VaM folder whenever I use a plugin. (I used the version 13 before VaM updated with no issues since it was released.) This is causing multiple duplicates of the .dll files and the plugins to not work. I tested this in a fresh install of VaM with nothing added but the patch, and still had this issue. I'm on Windows 11, if that helps. Is anyone else using windows 11, as I feel they might have changed something with a recent update.
The only DLLs changing here are the ones you copy and replace by dragging into the VaM folder.
 
The only DLLs changing here are the ones you copy and replace by dragging into the VaM folder.
No, I mean the ones that generate when you use a plugin. If you use a plugin in a scene, a .dll file appears in your main VaM folder briefly before being deleted. MacGruber mentions this in a post: "You should not see these DLLs in the first place? They are just temporary." It's these files that are no longer temporary when I add the patch in. In fact, multiple versions of them are generated. And I confirmed in the logs that the perfomance patch was installed. MacGrubber suggested it might be a permissions issue to the person who asked before, but I have no issues with those files being deleted as long as the patch isn't installed.
 
No, I mean the ones that generate when you use a plugin. If you use a plugin in a scene, a .dll file appears in your main VaM folder briefly before being deleted. MacGruber mentions this in a post: "You should not see these DLLs in the first place? They are just temporary." It's these files that are no longer temporary when I add the patch in. In fact, multiple versions of them are generated. And I confirmed in the logs that the perfomance patch was installed. MacGrubber suggested it might be a permissions issue to the person who asked before, but I have no issues with those files being deleted as long as the patch isn't installed.
Interesting. It does sound like a file permission issue. But I haven't seen these files left there before. Where is the thread on that topic?
 
Adding this here in case someone is curious, or looking to upgrade, or maybe just wants to compare.
At 4K resolution, this is how an RTX 5090 + 9800X3D performs on this benchmark. (I am on windows 11, but it detected as 10 for some reason, if it matters)
 

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Interesting. It does sound like a file permission issue. But I haven't seen these files left there before. Where is the thread on that topic?

This is the post where he listed it. A bit old, but that's exactly what I'm experiencing now.
 
Adding this here in case someone is curious, or looking to upgrade, or maybe just wants to compare.
At 4K resolution, this is how an RTX 5090 + 9800X3D performs on this benchmark. (I am on windows 11, but it detected as 10 for some reason, if it matters)

I find this interesting. So right now I'm on a 9800X3D + RTX 3080 12GB + ASrock X870E Taichi + 64GB G.SKILL 6000Mhz CL26 system (I had the intention to get a new GPU... but °1 they don't actually exist and °2 if they do, they're all overpriced; so I'm just skipping for now, not sure until when, but I think I'll pass until next gen stuff comes out, I'm very disappointed by the current new cards overall). I saw your post and I thought it'd be nice to run the benchmark to see if the CPU-related stats would at least be similar. But I guess your RTX 5090 contributes so much that it is a comparison in vain lol. Still, I thought it'd be interesting to see the results of a modern setup coupled with a somewhat old GPU (I mean it's a fine card, but yeah, at this point it's not exactly what I'd call 'recent' anymore).

Note though, that I run at 1440p (native monitor res; won't make the move to a 4K monitor until I do get a new card eventually).

Benchmark-20250427-054125.png
 
I find this interesting. So right now I'm on a 9800X3D + RTX 3080 12GB + ASrock X870E Taichi + 64GB G.SKILL 6000Mhz CL26 system (I had the intention to get a new GPU... but °1 they don't actually exist and °2 if they do, they're all overpriced; so I'm just skipping for now, not sure until when, but I think I'll pass until next gen stuff comes out, I'm very disappointed by the current new cards overall). I saw your post and I thought it'd be nice to run the benchmark to see if the CPU-related stats would at least be similar. But I guess your RTX 5090 contributes so much that it is a comparison in vain lol. Still, I thought it'd be interesting to see the results of a modern setup coupled with a somewhat old GPU (I mean it's a fine card, but yeah, at this point it's not exactly what I'd call 'recent' anymore).

Note though, that I run at 1440p (native monitor res; won't make the move to a 4K monitor until I do get a new card eventually).
That's actually really interesting, and like you said, I would've also definately believed VaM to be more cpu bound than gpu bound, but looking at these benchmarks like you mentioned, the 5090 actually does make quite a difference. I am running CL30 6000mhz ram if that makes any difference, probably only marginal.

And yeah, I think next gen cards will be a massive improvement since they are moving to a new smaller production node (I thinkk 2mm was rumored), so they should be more powerful and effecient, I think you're making a good call in skipping this generation, and your system is basically maxed out except for the gpu, so it's easily upgraded aswell in the coming years, just double check PSU wattage I guess if newer cards still draw a lot.
 
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