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I really dont think its the matter of GPU. Baseline1 had a frametime of 3.27ms avg, which means out of 1000ms of a second it took just 3.27ms to finish a full vam frame, corresponding to 305fps. The actual fps in baseline1 however was 70fps, here is a chart:
The benchmark measures the time...
It's not just about ST score, for VAM it's about memory latency. The unity engine does a lot of physics which is wasn't designed for. The physics simulation does a lot of memory reading/writing in a non-optimized memory layout. Crazy memory speeds or huge caches lower this latency and that's why...
Huge improvement in frame times, the worst is 7.93ms avg in baseline3, which translates into 126fps. You have configured something wrong in your oculus drivers which lock the framerate to 45fps. VAM creates atleast 126fps in all your benchmarks, but only 45fps arrive in your headset for some...
I created a scene with 2 girls, naturalis, some dance animation, 6 lights, softbody and dreamstreetbedroom and I get around 100 fps. The dreamstreetbedroom has no impact on fps for me.
If you give me a var I can do some profiling, maybe there is some weird interaction that spins the CPU for some...
as far as I understand it's just a unity asset you import? whats the poly count on that bedroom? I mean if it has as many polygons as the "cubes" in starfield, the GPU needs to render extra hard and that tanks the FPS.
the benchmark sometimes doesnt start because there is a bug in the scene starting code. The benchmark creator put async code right at the start which NULL pointers out if the scene loads too fast and softlocks the whole scene.
I think your 3070ti is already saturated, 65% usage is already a very...
it used to impact loading time because all clothing was recursively deactivated on scene load. I fixed it to only reload clothing once. It does not impact runtime, only when the clothing menu is OPEN it drops fps more if you have more clothing installed.
the problem is that the jsons are huge and they are loaded bit by bit from a zipstream instead of unzipping them once and then loading them in one go. Unzipping the the .var first and then loading atoms would increase loading speeds 100x on a ssd, but would make every scene require a few gigs of...
it depends on the scene, skin meshing can benefit from hyperthreads if there are many characters to skin. For example a scene with 5 characters can run 3 threads each on 15 threads from which 7 are hyperthreads. This is faster than running 5 characters on 8 non-hyperthreads.
I think I will try...
well I manged to improve performance in a 5 character scene from 80fps to 200fps, but it only helps ryzen cpus with 32 threads and 2 CCDs like the 5950x. The trick was to park all unity threads to CCD1 while putting all character related threads to CCD2 to use more threads without the inter-CCD...
Porting mono to the newest runtime is kind of a shitshow and many plugins break, I think I'm just gonna wait for vam2 beta and then ask @meshedvr if I should commit improvements I find to the source code. Unity 2022.3 should give a lot more room for optimization, especialy openxr and the burst...
in vam and unity in general, RAM latency and single core performance is king. The X3D versions of ryzen CPUs have bigger caches which make RAM latency less meaningful and therefor have better benchmarks in unity.
oh, you are video streaming to your oculus via wifi? Yeah that's probably why the benchmark is so bad: every frame has to be video encoded and that's eating up the CPU. Can you connect an oculus via displayport to your computer?
Probably not since that unity version doesnt support openxr, but there is also this https://gitlab.com/znixian/OpenOVR
This forwards openvr calls to openxr, potentially bypassing steamvr or oculus middleware
I have almost the same CPU and GPU (5950x and 4090) as you and I get constant 90fps min/max everywhere in the vr benchmark. Image reprojection is not ASW, it is used if your HMD is not natively supported and the picture gets first rendered to a screen and the screen is rendered again for your...