I haven't been able to get this to work at all. Everytime I replace the Assembly-CSharp.dll it just freezes. I have an i7-11800, which probably isn't supported, but I can't get anything to run.
I don't really think thats the case, i have i5 2400 and everything seems to be working fine.I haven't been able to get this to work at all. Everytime I replace the Assembly-CSharp.dll it just freezes. I have an i7-11800, which probably isn't supported, but I can't get anything to run.
True, noticed the same earlier too. Removed that spqr plugin and ended up also using Auto physics rate just by testing different values.If anyone using plugins like spqr performance and setting their phsyics from there say like 40 or 30 etc, then try to remove that plugin and set the physics to auto(72). After doing that the performance i was very very noticeable and faster. I was bottlenecking my overall performance really hard by reducing the physics from the plugin cuz i used to use this plugin too when i didn't had this patch so it was serviceable, but due to this patch i don't need to limit physics lower anymore. I was shocked how much perfomance gains i had when i removed the plugin from the session.
[threads]
computeColliders=8
skinmeshPart=8
applyMorphs=8
skinmeshPartMaxPerChar=8
applyMorphMaxPerChar=8
affinity=1,3,5,7,9,11,13,15
[threadsVR]
computeColliders=8
skinmeshPart=8
applyMorphs=8
skinmeshPartMaxPerChar=8
applyMorphMaxPerChar=8
affinity=1,3,5,7,9,11,13,15
True, noticed the same earlier too. Removed that spqr plugin and ended up also using Auto physics rate just by testing different values.
Also, someone said vrperfkit mod is incompatible as well.
I am running HQ Physics now at 90 with physics cap of 3, with breast softbody physics on and Naturalis plugin. Hovering around 90 fps with Q3 in 90hz mode in VR is crazy good compared to before having this patch. Usually 2 persons scenes with a big mirror. MSAA is at 2x, but I do use NIS/FSR too to prevent 4090 from maxing out to 100%. Process Lasso's CPU affinities are used to assign 13900K's 8 fast performance cores to VaM, skipping HT ones in between. All other stuff is put to cores 16-32.
I've used the settings in the mod page for 13900K, but put both parts the same and did not lower values for [threadsVR]:
I saw someone recommended keeping skinmeshPart setting lower, but I haven't really noticed much improvement there yet. Have to test out more after.
You can nver have enough So, what is this voodoo you called Lossless scaling frame generation? Need to check it out, but it probably doesnt work in VR at all, right?View attachment 337630
I have set everything to 2 and as my HT is off i used these values for my 4 threads cpu. i have been seeing people changing update caps to 2 or 3 but i don't know what benefit it provides over 1 cuz my fps decreases alot and physics are really stuttery, but value of 1 is the smoothest and most responsive to me. maybe its upto different specs and all? i am talking on Desktop mode only though. Before the patch i couldn't really use the higher physics cuz then my game feels like slow motion cuz my pc couldn't catchup to those frames so i used to have spqr performance plugin to cap my phsyics lower so that the game doen't run slow motion. It was a little janky though as there were less physics but i could deal with them, but after the patch higher physics works amazing now and game doesn't run slow motion and due to which no more janky physics of 30HZ. Literal black magic lol. Oh and using lossless scaling frame generation on top of that litrelly doubles my fps and smoothness too lmao.
Can't really say much if it works or not for vr but on desktop it definitely does. Lossless scaling is a 3rd party app on steam. Before it was just a universal scaler for pc which could be applied in any game. Scalers like fsr nis its own scaler etc but due to increase popularity of frame generation they also included it on their application. It is software base though so ofcourse it might not be as great as nvidia hardware base dlss frame generation but the good thing is we can use this on any game and even on videos too! Like if video is 30 frames per second then it will be 60! If used lossless scaling frame generation. Its still new though and have a bright future. Mean while others like fsr 3 frame generation etc are limited to certain hardwares and certain supported game with better implementation so you can expect some ghosting artifacts here and there with lossless scaling but hey free fps right? Might need to check it out 1st on youtube videos to get better grasp of it.You can nver have enough So, what is this voodoo you called Lossless scaling frame generation? Need to check it out, but it probably doesnt work in VR at all, righ
We're still waiting for your Before and After performance screenshots of saying you got double FPS in VR with the patch ?True, noticed the same earlier too. Removed that spqr plugin and ended up also using Auto physics rate just by testing different values.
Also, someone said vrperfkit mod is incompatible as well.
I am running HQ Physics now at 90 with physics cap of 3, with breast softbody physics on and Naturalis plugin. Hovering around 90 fps with Q3 in 90hz mode in VR is crazy good compared to before having this patch. Usually 2 persons scenes with a big mirror. MSAA is at 2x, but I do use NIS/FSR too to prevent 4090 from maxing out to 100%. Process Lasso's CPU affinities are used to assign 13900K's 8 fast performance cores to VaM, skipping HT ones in between. All other stuff is put to cores 16-32.
I've used the settings in the mod page for 13900K, but put both parts the same and did not lower values for [threadsVR]:
I saw someone recommended keeping skinmeshPart setting lower, but I haven't really noticed much improvement there yet. Have to test out more after.
why do people keep asking if VaM.exe is supposed to be included in the package? Every unity game has the same player.exe, it's just renamed and has a different icon for every unity game. The actual game code is in the Assembly-csharp.dllIs a VaM.exe supposed to be included in the package or I'm just getting it wrong?
Sheesh...go ahead and wait then some more, because I don't need you to believe anything or do as you say as "we". And I said "almost" remember, perhaps not scientific test, but clearly not placebo either. I think I have more VaM VR hours in five days than in past three months combined now, that matters to me.We're still waiting for your Before and After performance screenshots of saying you got double FPS in VR with the patch ?
Personally, I think you're just having a placebo feeling, but waiting for your screenshots
This! I have had this same weird thing for long (years even?), which I thought is just some plugin overload of my bloated VaM install.. Lol, so you're saying that I am not the only one, so there is hope still!Just making sure, the next update will be the one including the fix for the stutter every 90 seconds or so yeah? I'm just salivating at the thought of it.
I can test any beta version as long as you post itdo you want a beta version of the new patch? I'm starting to see weird issues sometimes, I think its due to me hotpatching everything using dnspyex and it not correctly recompiling unity classes. Not sure if I should continue or instead just properly implement it in vam with meshedvr.
Happy to test a beta, also would love to see it implemented directly. Thanks for your work here.do you want a beta version of the new patch? I'm starting to see weird issues sometimes, I think its due to me hotpatching everything using dnspyex and it not correctly recompiling unity classes. Not sure if I should continue or instead just properly implement it in vam with meshedvr.
No its not. He was just giving an example of where the folders should be in relation to the existing vam.exe file.Is a VaM.exe supposed to be included in the package or I'm just getting it wrong?
why do people keep asking if VaM.exe is supposed to be included in the package?
Extract into main directory, so you get:
\VaM.exe
\PerformancePatches\SkinMeshPartDLL.dll
\PerformancePatches\SkinMeshPartDLL.ini
\VaM_Data\Managed\Assembly-CSharp.dll
Yeah that's what confused me. lolProbably because you wrote in description:
So everyone assumes that modifed VaM.exe should be in the archive. But VaM.exe is just indication of proper extraction...
Yeah I figure so but just want to make sure. Thanks!No its not. He was just giving an example of where the folders should be in relation to the existing vam.exe file.