Desktop:
Automatic GPU OC via MSI Afterburner
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Oculus 2 via AirLink
Preparations:
I manually set headset refresh rate to 120 HZ (to avoid VSync problem MacGruber mentioned).
I also manually set render resolution to be fixed, It would change in between benchmarks and would cause problems in modded rendering API (see Using OpenXR + vrperfkit below).
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Baseline:
It looks like GPU bottleneck for me.
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I tried automatic GPU and CPU OC with MSI afterburner and AMD Ryzen Master.
GPU overclock was helpful but not enough to justify another benchmark.
CPU overclock actually gave me worse result. I thin it it because it set higher than default but constant clock on all cores, while (as I understand) VaM is more single threaded and automatic turbo boost manages better clocks on various threads - much more clock bump for cores used by VaM.
To further optimize my game performance I followed this video:I had some problems with vrperfkit, more about that below.
Using OpenXR adapter with Per-game installation option:
This adapter bypass OpenVr API, so games can run without Steam VR, which gives substantial performance boost in most games that use Oculus runtime.
I had some problems running the game, changing content ofVaM (OpenVR).bat
toSTART "VaM" VaM.exe -vrmode OpenXR
seems to fix the problem, but I don't know whether it actually does something or not.
I placed API dll file inVaM_Data\Plugins
. I recombed keeping the original file as copy.
It gave me additional fps boost:
- about + 15 FPS on average from baseline
- in most scenes it was more like + 35 FPS from baseline
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Using OpenXR + vrperfkit:
I used FFR (Fixed foveated rendering) and upscaling (in this case FSR).
I found that it is required to set fixed rendering resolution in you headset settings as well as to set proper renderScale in upscaling config. When renderScale was set to wrong fraction I couldn't run the game. The engine was unable to allocate rendering buffer.
I used Release 3 and unpacked files in the same folder as VaM.exe (should be the same location as VaM_Updater.exe)
It gave me additional fps boost:
There is one drawback, with my current upscaling settings most of the text is unreadable. The gameplay is fine though. I'm pretty sure it can be better with proper calibration of renderScale and sharpness.
- about + 35 FPS on average from baseline
- in most scenes it was more like + 60 FPS from baseline
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My vrperfkit.yml configuration:
YAML:# Upscaling: render the game at a lower resolution (thus saving performance), # then upscale the image to the target resolution to regain some of the lost # visual fidelity. upscaling: # enable (true) or disable (false) upscaling enabled: true # method to use for upscaling. Available options (all of them work on all GPUs): # - fsr (AMD FidelityFX Super Resolution) # - nis (NVIDIA Image Scaling) # - cas (AMD FidelityFX Contrast Adaptive Sharpening) method: fsr # control how much the render resolution is lowered. The renderScale factor is # applied to both width and height. So if renderScale is set to 0.5 and you # have a resolution of 2000x2000 configured in SteamVR, the resulting render # resolution is 1000x1000. # NOTE: this is different from how render scale works in SteamVR! A SteamVR # render scale of 0.5 would be equivalent to renderScale 0.707 in this mod! renderScale: 0.7 # configure how much the image is sharpened during upscaling. # This parameter works differently for each of the upscaling methods, so you # will have to tweak it after you have chosen your preferred upscaling method. sharpness: 0 # Performance optimization: only apply the (more expensive) upscaling method # to an inner area of the rendered image and use cheaper bilinear sampling on # the rest of the image. The radius parameter determines how large the area # with the more expensive upscaling is. Upscaling happens within a circle # centered at the projection centre of the eyes. You can use debugMode (below) # to visualize the size of the circle. # Note: to disable this optimization entirely, choose an arbitrary high value # (e.g. 100) for the radius. radius: 0.75 # when enables, applies a MIP bias to texture sampling in the game. This will # make the game treat texture lookups as if it were rendering at the higher # target resolution, which can improve image quality a little bit. However, # it can also cause render artifacts in rare circumstances. So if you experience # issues, you may want to turn this off. applyMipBias: true # Fixed foveated rendering: continue rendering the center of the image at full # resolution, but drop the resolution when going to the edges of the image. # There are four rings whose radii you can configure below. The inner ring/circle # is the area that's rendered at full resolution and reaches from the center to innerRadius. # The second ring reaches from innerRadius to midRadius and is rendered at half resolution. # The third ring reaches from midRadius to outerRadius and is rendered at 1/4th resolution. # The final fourth ring reaches from outerRadius to the edges of the image and is rendered # at 1/16th resolution. # Fixed foveated rendering is achieved with Variable Rate Shading. This technique is only # available on NVIDIA RTX and GTX 16xx cards. fixedFoveated: # enable (true) or disable (false) fixed foveated rendering enabled: true # configure the end of the inner circle, which is the area that will be rendered at full resolution innerRadius: 0.4 # configure the end of the second ring, which will be rendered at half resolution midRadius: 0.55 # configure the end of the third ring, which will be rendered at 1/4th resolution outerRadius: 1.0 # the remainder of the image will be rendered at 1/16th resolution # when reducing resolution, prefer to keep horizontal (true) or vertical (false) resolution? favorHorizontal: true # when applying fixed foveated rendering, vrperfkit will do its best to guess when the game # is rendering which eye to apply a proper foveation mask. # However, for some games the default guess may be wrong. In such instances, you can uncomment # and use the following option to change the order of rendering. # Use letters L (left), R (right) or S (skip) to mark the order in which the game renders to the # left or right eye, or skip a render target entirely. #overrideSingleEyeOrder: LRLRLR # Enabling debugMode will visualize the radius to which upscaling is applied (see above). # It will also output additional log messages and regularly report how much GPU frame time # the post-processing costs. debugMode: true # Hotkeys allow you to modify certain settings of the mod on the fly, which is useful # for direct comparsions inside the headset. Note that any changes you make via hotkeys # are not currently persisted in the config file and will reset to the values in the # config file when you next launch the game. hotkeys: # enable or disable hotkeys; if they cause conflicts with ingame hotkeys, you can either # configure them to different keys or just turn them off enabled: true # toggles debugMode toggleDebugMode: ["ctrl", "f1"] # cycle through the available upscaling methods cycleUpscalingMethod: ["ctrl", "f2"] # increase the upscaling circle's radius (see above) by 0.05 increaseUpscalingRadius: ["ctrl", "f3"] # decrease the upscaling circle's radius (see above) by 0.05 decreaseUpscalingRadius: ["ctrl", "f4"] # increase the upscaling sharpness (see above) by 0.05 increaseUpscalingSharpness: ["ctrl", "f5"] # decrease the upscaling sharpness (see above) by 0.05 decreaseUpscalingSharpness: ["ctrl", "f6"] # toggle the application of MIP bias (see above) toggleUpscalingApplyMipBias: ["ctrl", "f7"] # take a screen grab of the final (post-processed, upscaled) image. # The screen grab is stored as a dds file next to the DLL. captureOutput: ["ctrl", "f8"] # toggle fixed foveated rendering toggleFixedFoveated: ["alt", "f1"] # toggle if you want to prefer horizontal or vertical resolution toggleFFRFavorHorizontal: ["alt", "f2"]
Try turning of SMT (hyperthreading) and see what that gives you. with that processor you should be getting a bit more than that. Btw - baseline 3 is the one to look for that, that's the one that shows the CPU bottleneckWell there is not much difference between 2080 Ti and 3090 Ti :C
I think I'm CPU limited. As I know VAM uses only one or two cores for phisics.
I ran the VR test without vrpeftkit because it caused a lot of visual artifacts. I also used the bat file method to run VAM directly from VirtualDesktop streamer.
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Well there is not much difference between 2080 Ti and 3090 Ti :C
I think I'm CPU limited. As I know VAM uses only one or two cores for phisics.
I ran the VR test without vrpeftkit because it caused a lot of visual artifacts. I also used the bat file method to run VAM directly from VirtualDesktop streamer.
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Try turning of SMT (hyperthreading) and see what that gives you. with that processor you should be getting a bit more than that. Btw - baseline 3 is the one to look for that, that's the one that shows the CPU bottleneck
Damn how'd you get that physics score? What's your current mobo+ram settings?tweaked the RAM
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The 7800x3d makes it easy. Some tightened timings in ram, and PBO on with curve optimizer -40 on mine. But looking at yours, You v-sync is on somewhere in your settings. Your fps is locked hovering low around 120 bottlenecking all your timings.Damn how'd you get that physics score? What's your current mobo+ram settings?
Probably some error caused by a defective Var file or plugin. its known best to set up a fresh vam installation folder to run the benchmark. My normal vam installation also now freezes in the middle of the benchmark; but benchmark still runs fine on my unused fresh extra install of vam.I encountered a problem and could not use the benchmark. When I reached a certain scene, the Menu (hidden under the F1 key) suddenly popped up, causing the benchmark process to end immediately. Does anyone know why?
I tried different CPU configurations, disabling SMT made things worse.
I had some success by leaving only 2 cores enabled with PBO. Doing Auto Overclocking and manual overclocking brought lesser results.
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I tried different core configurations, I managed to overclock them to over 5 GHz:
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Finally the best result gave turning on Game Mode profile with PBO + slight GPU overclock.
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I landed on these results:
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It seems that I can not push that any further, maybe someone can give me some tips.
In VR things look like this:
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Which does not seem to be playable, but please note the resolution. Everything is so crisp ?. Also by enabling frames generation in Virtual Desktop I perceive buttery smooth 120 FPS for most of the time.
The Zen 1 processors had poor memory support. The difference between 3000 and 2733 will be too small to notice changes in frames or physics compared to the boost of the 5800x3d. I upgraded from 16gb 2400 to 32gb 3200 my physics improved by 0.5 but loads faster as the system is using more than 20gb now.guys i'm about to make an upgrade on my cpu its not reach yet , but is there any place that i could look for ram's oc ? because with my actuall cpu i can't get 100% of my ram's frequency standard i have to run it lower to boot the system , hope with the new one i could even reach a higher hz than the stock rams has , my actual cpu is an ryzen 7 1700 non X i'm getting an ryzen 7 5800x3d sooner my ram's is corsair LPX 3000mhz (cmk16gx4m2b3000c15) running at 2733 can't get it running more than that with actual setup , i'm pretty newbie with these system/bios tweak's .
No compilation For new chips. 7800X3D and 13900k perform about the same for vam. 7800X3D cost less and uses much less power.If someone wanted to build a new PC targeting the best hardware for the fastest VAM experience using this data is there a compiled dump or spreadsheet of all these test results? For example, should the best buy be an AMD x3d chip or an intel 13th gen or something else?
how is in in VR?
Thinking about what gpu to buy
Radeon doesnt work well in Vam compared with Nvidia
and 4070ti is enough but 4080 or 4090 is better
am i correct?
I did some research on this and although I only have a 6800 xt I did not find convincing evidence that nv is in fact better. There are certain areas where radeon lags behind but the raw performance levels are the same as in other games. Where they lag behind mostly is the ease of use (sw advantage), for vr nv has a much better ecosystem also their architecture handles tesselation better probably but all of this you can come around with some tinkering. On the other hand radeons have a huge advantage in vram capacity which simpli can not be countered from nv side (hw disadvantage).Thinking about what gpu to buy
Radeon doesnt work well in Vam compared with Nvidia
and 4070ti is enough but 4080 or 4090 is better
am i correct?
Thanks for detailed explanation
I read articles that vram and Memory Bus Width is important for VR gaming and 4K,
but on the other hand some articles saying radeon is not suitable for vr gaming because of optimization in VR?
my concern is performance especially in VR mode ,sorry for my insufficient word
4080 is better and 4090 would be best one ,i know well, but i have 2K 144hz monitor and 4070 ti is ideal
so 4080 is excessive for non-vr gaming even like cyberpunk or hogwarts legacy
thats why im reluctant to buy 4080
Considering balance between performance and cost ,
i think its better to buy 4070ti and in one or two yeas to sell it and buy 50xx series
othewise should i wait for 4070ti super? it is just a rumor