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Quoting myself here, I've been playing E with an Oculus Rift, to the exclusion of other games, for the last couple of months on the system above, now with adequate water cooling to push the CPU to 4.3GHz and GPU to 2100.I've been playing this game with my Rift the last few days. I don't have any way of logging performance data, but on a system of the following spec, GPU usage never gets past about 75%, as measured with Precision XOC. Hardly a scientific measurement, but it appears that it's not that demanding a game. This is with everything set to "Ultra." As aside to Kyle, an article about how you're capturing performance data for your graphs would be helpful, or if I'm just blind and missing it, maybe start including a link to it in your articles.
System Spec:
Graphics Card: PNY GTX 1080 Founder's Edition (runs at ~1850MHz almost continuously)
CPU: i7 5820K @ 3.8GHz
RAM: 32GB @ 2666MHz (I think? Been a while since I messed with it)
Motherboard: MSI X99A-Gaming-7
I would think a 1070 would be fine, too. I don't have a recent AMD card to test with, but I do have a 290X I could test with, if that's helpful to someone.
I've been playing this game with my Rift the last few days. I don't have any way of logging performance data, but on a system of the following spec, GPU usage never gets past about 75%, as measured with Precision XOC. Hardly a scientific measurement, but it appears that it's not that demanding a game. This is with everything set to "Ultra." As aside to Kyle, an article about how you're capturing performance data for your graphs would be helpful, or if I'm just blind and missing it, maybe start including a link to it in your articles.
System Spec:
Graphics Card: PNY GTX 1080 Founder's Edition (runs at ~1850MHz almost continuously)
CPU: i7 5820K @ 3.8GHz
RAM: 32GB @ 2666MHz (I think? Been a while since I messed with it)
Motherboard: MSI X99A-Gaming-7
I would think a 1070 would be fine, too. I don't have a recent AMD card to test with, but I do have a 290X I could test with, if that's helpful to someone.
Quoting myself here, I've been playing E with an Oculus Rift, to the exclusion of other games, for the last couple of months on the system above, now with adequate water cooling to push the CPU to 4.3GHz and GPU to 2100.
I had always noticed that in some scenes with a lots of really fast motion (such as when the launch pads turn around inside a space station, prior to launching your ship), I would notice a smearing effect of the heads-up display. I'd wondered in the past if this was part of the game, but more recently started to suspect that was reprojection doing it's thing.
Yesterday, I finally figured out how to display the framerate, so I periodically checked as I played for a few hours, and it turns out that the game is using reprojection quite a bit - maybe 20% of the time. Now, GPU duty cycle only ever goes above about 75% when the game is loading up initially. During actual play, it's more like 60-70%, even with a lot going on. This, to me, suggests that while a fast graphics card is needed for this game in VR, the real limiting factor currently is the CPU. Unfortunately, the SteamVR performance log tool doesn't produce usable data from this game, so it's hard to really diagnose what's going on. Anyone have any ideas as to how to diagnose the issue further?
Other players report similar behavior with Vive setups as well, so it sounds like the problem is not unique to the Rift. Luckily, even at 45 FPS, the game is totally playable - you don't even notice, really, unless you're looking for it.
Edit: Also, frustratingly, it's not like there's much to upgrade to from my 5820K. I don't think more cores is the answer here, but the fastest CPU on the market - the 7700K - isn't that much faster.
I left the graphics settings at whatever the default is; it may not be the "ultra" preset. At any rate, GPU load never reaches 100%. Ever. It gets up to mid 90s during that initial "preparing shaders" thing it does when the game loads, and then never goes above about 80% during the actual game.I'd be very surprised if you can maintain 90fps at ultra with HMD quality at 1.0x with the 1080 in all situations. Stations, hangers, areas around bases, asteroids and any instance with a lot of ships drops be under 90 with ease at a mix of ultra and high settings. 1.5x will drop it down even lower outside of super cruise and empty space. The game also seems CPU limited in VR in busy areas and ASW will kick in with timings going over 11ms and all four cores maxed out. For reference my 1080 tends to be in the 1900-2000MHz range most of the time with ED in VR.
I am doubtful the 1080Ti would be sufficient for a solid 90fps at ultra but its on my list after the VKB MCG+gunfighter base and some crosswinds.
You want to check the timing for the frames: https://developer.valvesoftware.com/wiki/SteamVR/Frame_Timing
Chances are you are going over 11ms waiting on the CPU and reprojection or ASW kicks in or you just have the settings too high for all situations. ED will make use of 6-8 threads so if you are hitting 4.3GHz on six cores the 7700K is likely going to be a side grade or down grade. In my experience my 6600K @ 4.4 is equally CPU limited with the Rift at a mix of mostly ultra and a few high settings as it is by my GTX 1080 @ 1.9-2.0GHz.
I left the graphics settings at whatever the default is; it may not be the "ultra" preset. At any rate, GPU load never reaches 100%. Ever. It gets up to mid 90s during that initial "preparing shaders" thing it does when the game loads, and then never goes above about 80% during the actual game.
I've tried using the frame timing graph, but it just shows 95%+ as "idle." Maybe it just doesn't work with the Rift?
Cool man.
My commander's name is TheChafing. Feel free to send me a friend request; we'll wing up and go bounty hunting or something.