VR - experimental support

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KingOfTheRoad77
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Re: Oculus Rift - experimental support

#2111 Post by KingOfTheRoad77 » 24 Jan 2023 10:48

Hi everybody,

I've got a 4090 now since Sunday and did my benchmark routes with it.

tldr;
The following graphs show, how much the truck sim's engine is CPU limited latest from a 4080 onwards.
=> Both NVidia's aren't sufficient to run my Pimax 8K-X with FOV "normal" (3.416 x 2.844) at stable 75 Hz/FPS in every situation.
Furthermore, as long as I'm running with 100% SS and FOV "normal", a 4080 is only 2-3 FPS slower and therefore largely sufficient, so the much cheaper option.
The 4090 can only score over the 4080 with even higher resolutions, either by increasing SuperSampling or FOV (=> "large"). Nevertheless, it again looses a bit of FPS, so it is even a bit farther away from stable 75 FPS than with 100%/"normal".

The updated graphs:

[ external image ]

[ external image ]

So, the decision now is:
Are 68/60 FPS with 125% SS worth 1.820 € (got the 4090 in a sale) ?

That's why I made some rough calculations:

Assumptions:
RTX 4080 costs: ~ 1.250 € (in a sale)
RTX 4090 costs: ~ 1.820 € (in a sale)
RTX 3080 sold: hopefully 600 € at least

=> RTX 4080 "net" costs: ~ 650 €
=> RTX 4090 "net" costs: ~1.170 €

FPS baseline: RTX 3080 (current GPU)

Cost "efficiency" FPS per €:

100% (no) SS:
RTX 4080 vs 3080: +8 FPS => 600 € / 8 FPS = 75 €/FPS ; or other way round 0,013 FPS/€
RTX 4090 vs 3080: +9,5 FPS (avg. of both routes) => 1.170 € / 9,5 FPS = 123 €/FPS !! (or 0,008 FPS/€ only)

125% SS:
RTX 4080 vs 3080: +10 FPS => 60 €/FPS (0,016 FPS/€)
RTX 4090 vs 3080: +20,5 FPS => 57 €/FPS (0,017 FPS/€)


The probably best and most "efficient" solution could be a 7900 XTX, provided the VR bugs get resolved one final day and that it generally performs good enough to score between 4080 and 4090. Price assumption: 1.250 € as well - 600 € for selling my 3080:

100% (no) SS:
7900 XTX vs 3080: +9 FPS (assumption/hope) => 67 €/FPS (0,015 FPS/€)

125% SS:
7900 XTX vs 3080: +15 FPS (assumption) => 40 €/FPS (0,025 FPS/€)

But well - if ever AMD will resolve the VR issue and when... who knows... so, this idea is nice to know, but not relevant for the moment.


In the end, since yesterday evening, I tend to go back to a 4080 as both NVidia's don't reach stable 75 FPS everywhere. 125% SuperSampling is nice - but "just" 25% more image quality for ~600 € more...?!? This only would make sense, if I'd know if and when SCS would improve their game engine to break the CPU limit - then I'd gladly take all additional image quality I can get. But without any engine optimization, FPS stutter due to engine/CPU limitation remains FPS stutter due to engine/CPU limitation - 60-68 FPS (4090 with 125%) depending on scenario and location don't really feel much better than 51-56 (4080 with 125%).
And latest with the Winter mods I'm currently using until March +/-, I think, even my 3080 performs still well enough ;)

🧐🤔


Any thoughts and recommendations are appreciated :)
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mmorselli
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Re: Oculus Rift - experimental support

#2112 Post by mmorselli » 24 Jan 2023 17:16

KingOfTheRoad77 wrote: 24 Jan 2023 10:48 The following graphs show, how much the truck sim's engine is CPU limited latest from a 4080 onwards.
If you are doing these tests in VR you can accurately evaluate CPU Frame Time using fpsVR, without the need of any indirect considerations
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KingOfTheRoad77
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Re: Oculus Rift - experimental support

#2113 Post by KingOfTheRoad77 » 24 Jan 2023 18:01

mmorselli wrote: 24 Jan 2023 17:16
KingOfTheRoad77 wrote: 24 Jan 2023 10:48 The following graphs show, how much the truck sim's engine is CPU limited latest from a 4080 onwards.
If you are doing these tests in VR you can accurately evaluate CPU Frame Time using fpsVR, without the need of any indirect considerations
I cannot, I think, since I am playing via OpenXR only since half a year. But fpsVR seems to need SteamVR... whose background service while playing draws too much performance.
All the aforementioned benchmarks have been done via OpenXR.

Besides, OpenXR meanwhile provides ingame information in an overlay, too, and latest version is able to save statistics as well. Just haven't used it so far.
But whenever I had a look at the overlay in the past (3080), if ever there were limitations, 80% of them were CPU... I think, latest with the 4090 now, even the last GPU limitations will have gone except for very very few situations, I guess.
But I'll keep an eye on that and try to save some statistics in an upcoming trial 👍🏼
pesto
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Re: Oculus Rift - experimental support

#2114 Post by pesto » 26 Jan 2023 06:15

hi,

sorry to be rude, but regarding the amount of pages and for how many version of ets has passed since creating this thread.
I seem to have run into a problem.
i've gotten an oculus rift from a friend. i tried an old tutorial for setting up vr in ets but after it jumps into the cockpit the game crashes without an error.
any idea what do i need to do? or is there a "fresher" way to start vr in ets than using the beta builds and adding "-oculus" to the shortcut?
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Madkine
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Re: Oculus Rift - experimental support

#2115 Post by Madkine » 26 Jan 2023 06:39

The only way to run VR is by opting into the VR build and adding the relevant parameter (in your case -oculus)

After a crash, post your complete game.log.txt to pastebin.com (no account needed) and then post the link here and we'll have a look for you (split the game.log.txt into multiple pastes if it is too big).
If pastebin is not available in your country please use http://rentry.co and post the link to it here please. The page works like pastebin.
The file can be found at "C:\Users\*USERNAME*\Documents\Euro Truck Simulator 2" for a default install.
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pesto
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Re: Oculus Rift - experimental support

#2116 Post by pesto » 27 Jan 2023 06:28

Hi again,
thank you for the help and the tip with the game.log.txt.
the error was some kind of texture that couldn't load with directx11???
i did a fresh reinstallation and disabled every mod i had. now it's working.
but shouldn't mods be possible in vr?
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KingOfTheRoad77
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Re: Oculus Rift - experimental support

#2117 Post by KingOfTheRoad77 » 27 Jan 2023 11:08

Mods are possible in VR, I've got about 60-70 in ETS2 and 40-50 in ATS ;)
Probably, it's just the mod itself that is faulty. Have you checked for a newer version?
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AfxTwn
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Re: Oculus Rift - experimental support

#2118 Post by AfxTwn » 28 Jan 2023 15:38

Hi, I've just reinstalled Windows 10 and have been slowly installing all my games again from Steam and have got up to ETS2 and ATS. I usually play them in VR and so downloaded the beta oculus - Oculus+OpenVR - 1.46 (SDK 1.4.0) and used the -openvr launch option as I am using a Valve Index.

Anyway, I am no longer able to get the game to launch in my HMD using F11, nothing happens when I press the key. I checked the list of applications in SteamVR's Per App Settings and ETS2 isn't listed, so presumably SteamVR isn't detecting it. Does anyone know how to fix this please. Thanks.
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KingOfTheRoad77
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Re: Oculus Rift - experimental support

#2119 Post by KingOfTheRoad77 » 28 Jan 2023 19:28

Perhaps try with OpenXR instead? It doesn't rely on SteamVR.

ETS2 and ATS both aren't never listed in SteamVR Apps since they have no native VR implementation in that way that SteamVR recognizes it. Wasn't listed for me, neither.
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AfxTwn
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Re: Oculus Rift - experimental support

#2120 Post by AfxTwn » 28 Jan 2023 19:35

Thanks for the suggestion KOTR77, I was just about to post an update. Somehow it started working again and I have no idea why. The only thing I did different was swap around the launch command order, before it was "-openvr, -nointro" and then I changed it to "-nointro, -openvr" and for some reason, this seemed to work better. I did try just using "-openvr" on it's own but that didn't work either.

I don't know why having a command in front of it made it suddenly work and now the -nointro doesn't work but I can live with that seeing as now the game actually loads into SteamVR and on the headset.
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