VR - experimental support

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KingOfTheRoad77
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Re: Oculus Rift - experimental support

#1971 Post by KingOfTheRoad77 » 25 May 2022 06:31

I did some more trips in ETS2 yesterday:
GPU: NVIDIA GeForce RTX 3080 (30.0.15.1179, Tavg 63.8, Tmax 70) CPU: AMD Ryzen 5 5600X 6-Core Processor (Tavg 51.6, Tmax 57)
Delivered fps: 65.17 Duration: 76.4min. Headset was active: 100%

GPU Frametimes:
Median: 13.2 ms
frametime <13.3ms(vsync): 52.6%

CPU frametime:
Median: 11.4 ms
frametime <13.3ms(vsync): 67.3%

Max. SteamVR SS: 100%
Render resolution per eye: 4512x3948(by SteamVR settings, Max.) (HMD driver recommended: 4514x3948)
Innsbruck-Salzburg ; Salzburg-Salzburg ; Salzburg-Venezia

Was a little worse than the other days:
In town 55-65
From S>V through the mountains at night only 60-70
In Italy constant 72-75 (except Venezia: 60-70)
Krists wrote: 23 May 2022 20:52 Your ETS2 results seem very good and even better than mine, so I think there is something wrong with my ETS2. Do you feel any difference between aliasing of ATS and ETS2?
Might not be something wrong. Might just be that openvr_fsr helps a lot there. You could try to use it additionally to your 3080 Ti and the 5800X-3D and just fiddle around with very high image quality values >0.77. Perhaps 0.9 or 0.95? It could really be that it reduces unnecessary load on GPU and CPU. As it is often the case: The last 1-5% cost disproportionately high effort without significant and noticeable impact.

Concerning Aliasing:
In ETS2, it is easily noticeable, but still okay and tolerable.
In ATS, it is a bit worse and sometimes annoying.

I know there are some pro tweaks out there how to reduce flickering of aliasing and make the whole image much smoother. Needs NVidia Profile Inspector to unlock hidden settings and fiddle with them. But as usual, it impacts FPS more or less significantly, and especially with my VR setting, there aren't any performance resources left. Perhaps I'll give it a try sometime, perhaps not - I am bit lazy about time and effort here, and I managed to get reasonably used to the aliasing issue.

Just let's hope, SCS will improve its engine some day...

___
Furthermore, I did a couple more trials to take through-the-lens-photos. But although I thought they would turn out better while taking the photos, they didn't look better on the screen in the end, unfortunately. So a bit sorry for that; I'll see if I can manage something next week.
Krists
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Re: Oculus Rift - experimental support

#1972 Post by Krists » 28 May 2022 13:20

As I didnt sell my old components, I decided to just build another PC, so I’ll be actually forced to swap out 3080ti, ram and 5800x3d from current PC to the new one and put back 3080 and 5600x and 3200mhz ram, so I’ll actually be able to test how much performance attributes to CPU, GPU and RAM. Any recommendations for routes and test order?
yatskiy
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Re: Oculus Rift - experimental support

#1973 Post by yatskiy » 28 May 2022 17:34

Hi! Am I the only one who does not have the new dlc tuning pack for Renault?
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Frayner
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Re: Oculus Rift - experimental support

#1974 Post by Frayner » 29 May 2022 20:48

Just have to wait for @Komat to update the game for the Renault tuning DLC.
Intel i9 13900K, 32 GB RAM, MSI RTX™ 4090 SUPRIM LIQUID X 24G, Bigscreen Beyond
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KingOfTheRoad77
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Re: Oculus Rift - experimental support

#1975 Post by KingOfTheRoad77 » 30 May 2022 06:42

Krists wrote: 28 May 2022 13:20 Any recommendations for routes and test order?
ATS: Around Colville-Spokane-CdA-Sandpoint would fit best to my tests so we can compare better.
ETS2: Austria-NorthItaly-SouthernGermany

___
Concerning CPU etc., when I look at these spec's of Ryzen 7000:

Ryzen 7000 up to TDP 170 Watt and PPT 230 Watt,

I really really hope AMD is able to transfer this major increase of power demand 1:1 into FPS - although I fear, something like +20 max 30% for a 7600X compared to a 5600X might be the best we can expect...
So, I am really curious how all this will turn out. Might be, a 5800X-3D will be the better alternative in the end...
I've got my money back. And last week, there already was an offer to buy it for ~480€ at one online shop for a couple of days - so by the time 7x00 will be released, prices have dropped further, hopefully.
But well, let's wait.
Krists
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Re: Oculus Rift - experimental support

#1976 Post by Krists » 30 May 2022 11:45

Damn, 170-230w CPU…plus 450-600w GPU’s and then new chipsets and DDR5 RAM…and I am here building a SFFPC with 750w SFX PSU :D

Of corse this is for heavy multithreaded operations, but still…

I really hope the optimization of ATS/ETS2 comes before that :D
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dhrto
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Re: Oculus Rift - experimental support

#1977 Post by dhrto » 06 Jun 2022 08:15

Did some further tinkering with the OpenXR mod and the now compatible OpenXR Toolkit. Result = I can now run at 1:1 pixel density (stereo buffer if you will), due to the extra performance of OpenXR (vs SteamVR) and fixed foveated rendering (FFR) :D
This with almost every setting on high, on an HP G2 Reverb - RTX 3080 - AMD Ryzen 5800X3D

For those who are interested, here are some (basic) instructions below.

OpenXR mod
- get the latest OpenXR modded 'openvr_api.dll' from here, choose the 64-bit .dll (scroll down a little, the link is in the readme file: https://gitlab.com/znixian/OpenOVR/-/tr ... stallation
- (direct link: https://znix.xyz/OpenComposite/download ... nch=openxr)
- it is important that you download from the 'openxr' branch and NOT the 'master' branch ('master' will not work, made this mistake myself).
- backup, then replace the original .dll in the game folder with the just downloaded one (normally in 'bin\win_x64\openvr_api.dll' in the game directory).
- create a text file named 'opencomposite.ini' and put the following line in it 'invertUsingShaders=true' (without the ' and it IS case sensitive! This workaround is needed for ATS and ETS2, read more about it and all other configuration parameters in the readme on the GitLab page in the first bullet).

OpenXR toolkit
- get the latest OpenXR toolkit from here (the page has some excellent info about how the tool works, I suggest reading it): https://mbucchia.github.io/OpenXR-Toolkit/
- install the toolkit
- make sure you have disabled Hardware Accelerated GPU Scheduling = HAGS in Windows (inside display settings -> graphics settings), it does not play nice with VR and causes more trouble and gives no performance gain.
- start ETS2/ATS, call up the toolkit menu with CTRL+F2. On the first tab, you can enable fixed foveated rendering (FFR). I'm currently happy with: preset, mode = quality, pattern = balanced

Without FFR, I could manage a pixel density / stereo buffer of 0.9. With FFR, I can finally set this to 1.0.
Hope this helps. Happy trucking!
System specs: Ryzen 5800X3D, RTX3080 (no OC), Varjo Aero (using OpenXR through OpenComposite instead of SteamVR), 32 GB DDR3200, Samsung 970 Evo Plus 2 TB, Win10. And most importantly: vanilla game, no mods.
Tomsun
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Re: Oculus Rift - experimental support

#1978 Post by Tomsun » 07 Jun 2022 06:26

Krists wrote: 28 May 2022 13:20 As I didnt sell my old components, I decided to just build another PC, so I’ll be actually forced to swap out 3080ti, ram and 5800x3d from current PC to the new one and put back 3080 and 5600x and 3200mhz ram, so I’ll actually be able to test how much performance attributes to CPU, GPU and RAM. Any recommendations for routes and test order?
Cities in Austria rebuild, as i encounter there at some places GPU maxed out leading to reduced frames, and other places GPU NOT maxed out but FPS reduced, therefore i think CPU maxed out. If you limit the FPS in the driver to a fixed value (in my case 99 FPS), you can see there are some places frames going down to the 80s or 70s.

E.g. driving from Insbruck to insbruck ost on the motorway in the area on the way to Brenner and the further into insbruck the FPS drops significantly while GPU is just at 1400 MHz (1900 Nhz is Max) and the CPU load is around 7% (which means one core is NOT maxed out but FPS is down to 60s instead of usual hardlimited 99. So i don't get what the actual limitation is there.
Krists
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Re: Oculus Rift - experimental support

#1979 Post by Krists » 12 Jun 2022 20:57

So I managed to build the PC and when it came to connecting G2, I encountered 7-14 error on all USB A (5) and C (2) ports that I had, so with this PC and current G2 setup, I am not even able to use it :D
Have ordered the "updated" 2nd gen cable and I hope it will fix the issue. Otherwise massive fail from HP side.
Strensky
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Re: Oculus Rift - experimental support

#1980 Post by Strensky » 13 Jun 2022 18:58

Krists wrote: 12 Jun 2022 20:57 So I managed to build the PC and when it came to connecting G2, I encountered 7-14 error on all USB A (5) and C (2) ports that I had, so with this PC and current G2 setup, I am not even able to use it :D
Have ordered the "updated" 2nd gen cable and I hope it will fix the issue. Otherwise massive fail from HP side.
Apologies in bad English.
I am sure that the problem will be solved with the V2 cable.
If not, try the usb power hub.
https://www.tp-link.com/us/home-network ... hub/uh700/
I worked with this hub before the V2 cable.
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