Team RED
5900x OC (PPT 160 TDC 115 EDC 145) (-5 All Core Curve Optimizer) (+150 Boost Clock)
6900xt OC 2600mhz
32gb 3600mhz cl18
Nvme gen 3 SSD
System is ITX and thermal throttles somewhat on heavy multicore.
I did so many benchmarks that to post them all would be spam. So I just posted my most useful one. The one with driver settings I actually play with.
There are two things that stuck out to me while I was benching. The profound effect AMD Tessellation settings can have and OPEN VR vs OCULUS VR.
I saw noticeably higher performance with Openvr than with Oculusvr (5-10%).
Earlier in this thread
@TToby was talking about AMD Driver settings for tessellation. I wanted to do a more in depth look into it.
en.m.wikipedia.org
Vam's native tessellation appears to be set to 16x. This was probably absolutely required during the early days of release. With the older low poly models and textures to get a smooth looking result. The high quality Assets that are commonly available now seem to not only make this unnecessary, but make it a liability. Tessellation is performed for every polygon in a mesh. The more polygons in a mesh.... the less you need the tessellation to make it look good, because the less jagged it is to start with. However meshes with more polygons = More calculations for tessellation = more Render Time. This increase in mesh quality may increase physics times as well not 100% sure. (correct me if I am wrong I know some of you people are complete nerds.)
Maximum tessellation can be limited with AMD drivers.
- 8x Tesselation hair looks slightly less plastic to me I saw no other noticeable differences. No perceivable differene in jagginess.
Hair may need to be thickened slightly to obtain same look as stock.
- 4x Tessellation hair looks noticeably different, probably dependent on the hair as to whether or not you would want to use this.
- 2x Tessellation hair is almost gone. Basically unusable
- Off Hair dissappears entirely.
The most drastic increase in performance was seen from stock to 8x.
In conclusion. This is what I found to be true and repeatable on my own system with my own bloated assed install.
-OpenVR renders faster then OculusVR.
-Reducing Maximum Tessellation when using high poly meshes results in almost no loss in visual quality but increases performance. Especially in scenes with > 1 actor and screen reflections (mirrors).