Some newbie driver wrote: ↑26 Jan 2023 21:11
Do you want data on gaming rigs? Go check any Gamer's Nexus reviews and comparisons in they blog or YT channels; pretty serious stuff that put on shame some "serious" journalists. Also they use to include at least three gens of CPUs when doing reviews of new ones; so you could see that in gaming os single-threaded software (not synthetic benchmarks) there's not so much difference as you think.
And stop comparing OTHER games. Games can't be compared ones to others; every game has it's constrains and caveats to deal with. At most, you can compare games that share a base equal platform/engine and not even then you will narrow down enough all the variables to do a comparison that allow you to extrapolate the results to other games. Not to mention that almost no game you could check out there in almost any review of modern CPUs is going to have the same constrains that SCS games has (because those games use not to be popular enough to find room on reviews of top tier hardware).
So, stop going around the same thing. You are NOT going to gain a performance that will worth the expense needed for a 13000K computer. You are not going to improve linearly the performance on this game regarding your current CPU at the same ratio that any simplified % figure you could find in any review out there. And that's not going to change until SCS could not be able to absolutely change the current architecture of their engine because that's where it lies the bottleneck that makes it unable to scale the leverage of better hardware. POINT.
Understand that I'm not saying the stupidity that will be "you will not improve". Of course you will; but if to improve a 30% you have to expense a 300% (hypothetical figures); there's an atrocious diminishing return there that makes the purchase absolutely worthless if aiming to play SCS games NOW. And those are not assumptions, my work is to know and understand those things; and I've played this games in several different rigs all those years to have seen how it behaves in different scenarios and what they have improved and what they could not.
You don't believe me? Then waste your money and cry later. But if so, then cry somewhere else, please. Excessive salt in the room isn't good for trucks maintenance.
BTW: They had been working on a new render code, hinted here, for near 1 year (probably a lot more). IF, and only IF it has the kind of changes we hope; then it will make sense to pay big chunks of money to play those games at high performance. But probably for when that change will be released, even if at the end of this year (better not to have too hopes on it), the 13000K will be nothing more than an outdated and overpriced piece of silicon already. So, that discussion would be pointless anyway.
Regards
Edit: Typo
I do agree with this statement. Though not about the 13th series. While it might be overpriced at that point, it won't start to lose performance all of the sudden.. so it will run as fast as it does now, 5 or 10 years from now. Unless ETS2 suddenly gets a completely new engine, the performance remains the same. But.. I will list my specs below. I do however, agree that you should NOT upgrade to a new CPU solely for ETS2 reasons. the engine is single core only and you will not be getting that much more performance. Even with the rig listed below I needed to use the FSR OpenVR mod at 50% render scale to get it to run smooth. This effectively reduces the resolution by 50% then upscales it back up with a smarter way of upscaling so you don't really notice it.
My current rig consists of an i7 13700K, RTX 3080 10G and 32GB 3600 CL16 ram.
my VR HMD is a HP Reverb G2, this has a resolution of 2160 x 2160 per eye. (Although SteamVR some how doesn't recognize this for some reason and pins the 100% resolution above 3000.)
I run SteamVR at a custom resolution of 150% and a per app resolution of 300% (If I don't forget I will edit this post with exact resolution values given I forgot what they were since the seemed like arbitrary values given the 2160x2160 base resolution of the HMD) Then I use the OpenVR FSR mod at 50% render scale to further smoothen it out. I just can't figure out fi they use FSR 1.0 or FSR 2.1... I tried to run his newer project that does the same VR Performance Toolkit but that one doesn't seem to work with ETS2 at all.
When I was optimizing my VR experience I noticed that my GPU, regardless of resolution in VR my GPU never exceeded 70 to 80ish% only when it was at 500% resolution scale did it go to maybe 94 in some cases but the FPS and Frame delivery suffered greatly. I am hoping that when they update the engine to support multithreaded workloads it will smoothen things out. When I'm just driving on a highway or locations where nothing is really going on it runs fine, the graph is mostly green and usually hovering around 5 tot 8MS with few orange or red lines. Orange means a frame was delivered late, Red means a reprojection was needed or the frame was missing, this leads to stuttering. In VR what that results to is either a feeling of your game suddenly being fast forwarded messing up your turns for instance or you feel something is off, the motion isn't smooth and for some this can be sickening even. (I got used to it really fast though, and I was the kid that got motion sick in vehicles)
While I know, as a VR user I am in the minority, and it's a godsend it works as well as it does given one developer of the team works on it,(Unless that is changed now..) but I do hope.. with DX12/Vulkan and an engine that uses the hardware at its disposal it will smoothen out. I'm also not asking for the game to run at double the frame rate it does now, the game is from 2012, and the engine is also fairly old. there is only so much you can alter or add.
I would also hope that at some point they are able to enhance the games fidelity a bit more too, in VR having sprite based foliage is very odd, when you move your head from left to right, so do the sprites, so you notice that they are just flat textures. it's a very minor thing and sometimes fun to see. Another thing I have is that I hope they can add FSR 2.1 to the game to further help with performance on older hardware. Given FSR is platform agnostic it will also work on every machine the game is released on. This, hopefully, also addresses the lack of AA in VR. the Jagged edges are not just distracting but after a bit of play makes you feel a weird pressure on your eyes. They also make it hard to see objects in the distance, or park using your mirrors because the outline used is barely visible in your right mirror. So hopefully.. this will also be addressed at some point. Though I'm not a VR Dev and I have no idea how hard it is to make AA work in VR. or how that would even pertain to their engine.
Though.. Currently.. The frame delivery and lack of AA are my 2 biggest gripes with the game.
and the frame delivery might be solved, or mostly solved with the move to DX12 or Vulkan.
I went on a bit of a ramble here.. mentioning what came to mind as I went too so I hope it isn't too all over the place, thanks for reading though if you did, you are a trooper!
EDIT 13-FEB-2023:
My SteamVR Settings:
Advanced Settings: Show
Render Resolution: Custom
Resolution Per Eye: 150%
Advanced Supersample Filter: On
Overlay Render Quality: High
Pre-Aplication Video Settings (ETS2):
Resolution Per Eye: 300%
Resolution: 6692 x 6548
Currently testing with 500%
Resolution: 8640 x 8456.
HMD Resolution Per Eye:
Resolution: 2160 x 2160
Unsure if the above values even apply.. I see no performance difference at all whether I go higher or lower.
I am using SteamVR to handle the OpenVR/XR API rather than Windows Mixed Reality.