Closed therealcharmics closed 1 year ago
Try this build once it finishes compiling: https://ci.appveyor.com/project/LibreVR/revive/builds/46504632/artifacts
Thank you for the quick response!
OpenXR still isn't working for me on this build, but running without it through SteamVR does work, and reprojection is operating beautifully!
However, the performance characteristics are very unusual. According to FPSVR, the GPU frametimes are generally a bit better and more consistent than they were with ReVive 2.1.1. However, overall performance has been just about cut in half, as the CPU frametimes have gone up from about 6ms to nearly 20ms for each frame. The game is running at about 46 FPS, which is verified by MSI Afterburner on the overlay as well as by watching motion within the world.
Additional note: I checked GPU and CPU utilization. My 2080S is working at about 55% utilization, which lines up with my framerate. My CPU is a 3700x, and it's (somewhat unsurprisingly) barely being pushed. None of the cores show high utilization, but with modern windows scheduling, I am not confident saying that it's not a single threaded bottleneck somewhere. It almost seems like the game is intentionally waiting to reproject every other frame.
Can you try out this build on SteamVR? https://ci.appveyor.com/project/LibreVR/revive/builds/46514397/artifacts
Beautiful. Performance is better and more stable than any other version I've tried, with no strange CPU behavior and relatively stable frametimes. Reprojection is working perfectly as well. I was able to switch from running at lowest to running at ultra, and I'm still getting over 90FPS most of the time.
Snap turning and fast movement causes longer frametimes, but I believe its safe to say that's normal game behavior, as they are not exceptionally high and reprojection smooths them over beautifully.
On behalf of the WMR community, thank you!
That's still just a test though, it might crash on other games. However it's good to know that there's still some CPU optimizations to be made in the frame syncing behavior.
Ah, maybe? The frametime spikes while moving and snap turning are reported as on the GPU side by FPSVR. (I failed to specific previously.)
CPU wise, the frametimes seem to be consistently under 10ms. It's possible they could be better, but I don't see evidence of it with this latest test.
Edit: I only plan on playing this game for the forseeable future, but I have a friend with an Index who I could ask to test this build out, if you'd like. He's expressed interest as his performance has been not great in Stormland. He does have other Oculus games, and I might be able to twist his arm to launch them with this build.
Better to wait until the next proper release once I figure out the correct frame sync behavior.
I am aware that there are other similar issues but I find them to be different in notable ways, or their descriptions are wholly insufficient. Hopefully this will be more helpful.
I have a WMR Samsung Odyssey and latest SteamVR and WMR for SteamVR. I have an Nvidia 2080s with the latest drivers. Windows 10 Pro 21H2 19044.2604. I do not use virtual desktop or any other layers. I do have MSI Afterburner, FPSVR (steamapp), and OVR Advanced Settings.
On ReVive 2.1.1 without using OpenXR runtime, the game runs, but it seems the reprojection is not working, or isn't working correctly. Additionally, the game has produces lots of frametime spikes, which I assume is normal, but maybe caused by ReVive. Together, this causes the game to be extremely juddery.
On ReVive 3.1.1 without using OpenXR runtime, the game gets stuck on a black screen immediately. My framerate reporting tools show that no frames are being rendered. The game has CPU use but static ram, no disk, and no GPU usage.
On either ReVive version with usage of the OpenXR Runtime, the game does not appear to load at all. The blue WMR fade in occurs, but it fades out immediately, returning me to the WMR home, and nothing else happens.