VR - experimental support

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KingOfTheRoad77
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Re: Oculus Rift - experimental support

#1911 Post by KingOfTheRoad77 » 23 Apr 2022 18:33

dhrto wrote: 23 Apr 2022 18:25 Also, it might be not be compatible with the Pimax. Does Pimax support OpenXR? I have only used OpenXR for WMR (windows mixed reality)
Okay, that might be it. Wasn't aware of the fact that the HMD has to be compatible with OpenXR. I thought OpenXR and OpenVR were more or less the same except the fact that OpenVR needed SteamVR.
Lesson learned ;)
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Re: Oculus Rift - experimental support

#1912 Post by grantalope » 24 Apr 2022 08:06

Ok , got my 5800x3D installed and jumped in the game for about an hour. Hype seems to be real on this chip. Feels like I'm completely unbottleknecked on a GTX 3080 now. I was cruising around at night in ATS with a rock solid 90 fps and zero stuttering with consistent ~95% gpu usage (never see it this high.) My CPU times in FPSVR dropped from ~15-17ms to ~5-7ms.
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Re: Oculus Rift - experimental support

#1913 Post by KingOfTheRoad77 » 24 Apr 2022 09:05

grantalope wrote: 24 Apr 2022 08:06 Ok , got my 5800x3D installed and jumped in the game for about an hour. Hype seems to be real on this chip. Feels like I'm completely unbottleknecked on a GTX 3080 now. I was cruising around at night in ATS with a rock solid 90 fps and zero stuttering with consistent ~95% gpu usage (never see it this high.) My CPU times in FPSVR dropped from ~15-17ms to ~5-7ms.
Dammit - thought I could get around spending 500 bucks right now ;)
Okay - selling the old 5600X would bring me about 250, I think... nevertheless...

What approximate average FPS did you have before? How large is the inprovement?
I am having a GTX 3080, too, and with my 8K-X @4512x3948 per eye, I get an average of about 50-60 in both truck sim's, depending on situation, weather, AI traffic, special transport with warning lights etc. In steppe and desert areas, or good old UK, Switzerland or Netherlands, I sometimes achieve more or less stable 70-75 FPS for a couple of seconds or minutes - until I get closer to any special condition, settlement, city, lots of AI traffic, and it could go down to 40-50 again... Not talking about all the newer map DLC's and revamped locations, where I am constantly between 40 and 60...

Of course I know that the larger resolution of the 8K-X compared to the G2 has an impact, too. But especially due to this, it would be nice to have some idea on how large the CPU impact is - only 5%, or up to 20...?

:)
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Q

#1914 Post by grantalope » 24 Apr 2022 09:35

Previously, I'd been capped out at ~50-60 with similar settings/conditions so I'd say 30-40% improvement is a reasonable assumption. Initial impressions are that it feels like a bigger leap than going from a 1080=>3080 for me in VR. The way it smooths out the lows is very noticeable. The game feels "better" and there are a lot less hitches. I have seen some slight hickups driving through cities or truck stops at night, but nothing compared to how it affected performance before.

Going to play around with the Quest 2 because 120 fps might be achievable now with decent image quality settings. I spent A LOT of time messing with the Q2 before giving up and moving over to G2 and cranking up the resolution. Once I get some time in the quest I'll have a better idea of exactly how much the performance uplift is.

I was in a similar boat about ignoring the 5800x3D. I didn't even really look into it until a few days ago because I figured it'd be a no brainer to wait given I was on a 5600x. Couple things that convinced me to take the leap aside from juicy MSFS and AC numbers haha:

1)
These 5800x3D dies are piggybacking off the process AMD is using for some Milan-X Epyc CPUs, which are dominating the enterprise space right now. The 7773X has 64-cores and 768MB cache: it is presumably using 8 of the same 32+64mb cache dies as the 5800x3D. It sells for $10,000. This means AMD is losing ~$800 each selling them as consumer vs enterprise parts. They are using unusable/leftover dies so it isn't exactly an apples-to-apples comparison, but it does mean AMD isn't going to ramp up production in the consumer space at the expense of its $$$ server chips. Believe they've confirmed that extra cache won't be hitting AM5 until at least 2023 so it might be a long wait before we have a next gen Ryzen chip with the boosted cache.

2)
The $$$ server chips also mean that AMD isn't going to be discounting or selling these x3D chips either. This is the best AM4 gaming chip so it should hold a premium for years when I decide to resell it. AM4 was around for like 8 years total I think, so there are loads of people with old parts who would love to drop this in and call it a day.

3)
This saves me from buying into AM5 until DDR5 prices come down. New mobo + DDR5 + CPU = $$$
Last edited by grantalope on 24 Apr 2022 10:42, edited 5 times in total.
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Re: Oculus Rift - experimental support

#1915 Post by grantalope » 24 Apr 2022 10:21

ATS on Quest 2 150 steamvr res scaling, 200 scaling in game, no ssao, low mirrors, everthing else maxxed... flying along at night at a pretty consistent 120 fps. Wow.
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Re: Oculus Rift - experimental support

#1916 Post by dhrto » 24 Apr 2022 11:55

Wow, and damn, seems there goes another €500 out of the pocket in the near future for me too :lol:
When I saw the improvement the 5800x3d made for ACC in benchmarks, I had this suspicion about it for ETS2 /ATS. Thanks for confirming this @grantalope!
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.
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Re: Oculus Rift - experimental support

#1917 Post by grantalope » 24 Apr 2022 22:37

dhrto wrote: 23 Apr 2022 13:26
On another note, I've been running the openvr_fsr mod for some time now. Although it helps, it's still a bit mixed. Recently, I discovered another mod (first for ACC, but it also works for ETS2): https://gitlab.com/Jabbah/open-composite-acc/-/releases
It's sort of wrapper that translates openvr calls to openxr, bypassing SteamVR completely. This mod gave me a much smoother experience than native or openvr_fsr via SteamVR. It seems SteamVR imposes quite a bit of overhead. I'd recommend to give it go. With this mod, I can manage 90 fps in ACC in multiplayer without having to turn down the graphic settings too much.
Switched over to this from openvr_fsr and liking it a lot better. Getting rid of SteamVR as a middle man is a massive win for me haha. Thanks for sharing @dhrto
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dhrto
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Re: Oculus Rift - experimental support

#1918 Post by dhrto » 27 Apr 2022 13:39

@grantalope You're welcome. It is actually quite jarring how unoptimized SteamVR turned out to be.

Well, the near future is now the past. Today, I swapped my 5600X for the 5800X3D. Wow! Just like you said, it seems like I've 'unlocked' my RTX3080 now. With the same settings as before (have yet to tweak them) I no longer have these horrible frame rate dips. Still sometimes the occasional dip to 80-ish, but that is a massive improvement and a much smoother experience.

The hype about this CPU is real indeed. At least for ETS2/ATS I can confirm. Whether it's worth the €500... well that is for each one to decide on their own.
(when I think about it, ETS2, the game that I got for a mere €5, got me spending more than a thousand fold on hardware to 'properly' play it, over the course of 6 years)
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.
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Re: Oculus Rift - experimental support

#1919 Post by KingOfTheRoad77 » 27 Apr 2022 17:46

@grantalope , @dhrto
What power supply do you have / how much watts?
I have a be quiet Dark Power Pro 10 750W and am not quite sure, whether it would be sufficient for the 5800X 3D demanding up to 40 W more power compared to my current 5600X ...
But a new power supply would be an additional investment of 200-250 €, depending on whether to go "only" for 850 W or directly for 1000 W in order to have enough reserves for a NVidia RXT 4080 somewhen later on, hopefully...

🤔
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Re: Oculus Rift - experimental support

#1920 Post by dhrto » 27 Apr 2022 18:52

I'm running a 1000 W PSU. Alienware / Dell OEM (got fed up waiting for the RTX3080 to become available for an 'ok' price last year, so bought an Alienware system on sale and harvested the parts), but it is way overkill. On full load it draws max. 500 W ish from the wall, with about 350 W going to the GPU (according to HWmonitor). So I think your 750 W should be fine.
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.
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