EVERSPACE™

EVERSPACE™

View Stats:
Rack Sep 12, 2017 @ 1:23pm
Terrible VR performance.
I've got an i7 7700k and a Geforce 1080. The game runs at 70-120fps at epic @4k but in VR I have to turn everything to minimum and I still end up with frequent dips below 90fps. Something feels definitely wrong here but I'm not surte how to fix it.
Last edited by Rack; Sep 12, 2017 @ 1:24pm
< >
Showing 16-30 of 54 comments
Rack Sep 21, 2017 @ 1:30pm 
It's an Asus Intel STRIX H270F GAMING LGA 1151 ATX Motherboard. And I've double checked those are off.
squirrel army Sep 21, 2017 @ 3:36pm 
Had the same issues. purchased the game for vr and had tons of judder. i7 7700k w/ 1080 16 gig of ram . had to submit a refund unfortunately. I'll check back to see if the performance improves. seems like a great game i wont knock it but i can't keep games that run that poorly in VR - no offense.
Last edited by squirrel army; Sep 21, 2017 @ 7:10pm
nick Sep 22, 2017 @ 2:16am 
Originally posted by baci:
I personally have a worse setup than Rack does on my development machine (also 1070, but 6700k), and I'm playing in Oculus VR mode without any problems with other applications running. We have many players with worse setups that are playing in VR mode, so I'm pretty sure that there is something in the system or software configuration that's the issue. Could you tell us what mainboard you have? Also make sure to turn off any V-Sync / frame smoothing options in your Nvidia software.
That said, we continue to look into performance issues with VR and look into providing more graphics settings in the future.

If you could define "without any problems", that could help. Run oculus tray tool and turn on the performance hud overlay. What you're probably seeing is a permanent 45 FPS with ATW on. The people with faster machines (such as myself) are most likely closer to the 90 fps mark and keep jumping from 90 fps to 45 fps with ATW which creates a LOT of stutter/judder.

Oculus recommended specs (4970 with 970) should give you 90 FPS 95% of the time. This is just nowhere near the case for Everspace, even with higher specs.
Last edited by nick; Sep 22, 2017 @ 2:16am
baci Sep 22, 2017 @ 2:56am 
To all three of you - in the game (in VR mode), could you go to the display settings -> Advanced and check if VSync is active? I've just had a look and it seems like with one of the last updates, for some savegame use cases, VSync in VR mode could be set to active, without the possibility to deactivate it again in the options (unfortunately we disabled the option because you should never need to change it in VR). We will fix this asap, so if VSync is active in your settings, sorry about that, the issue is on our end! (VSync in Unreal Engine's VR mode caps the framerate to 45)
Last edited by baci; Sep 22, 2017 @ 2:57am
Rack Sep 22, 2017 @ 3:08am 
It's not, and to clarify FPS is hitting 90 in quiet areas on the very lowest setting as long as I don't look inside teh cockpit. It's not consistent with a 45fps lock.
nick Sep 22, 2017 @ 5:21am 
I'm not getting 45 FPS all the time either. For example looking at empty space = 90 fps, turn ship to a cluster of asteroids with some action and boom ATW kicks in and engine goes to 45 fps. These fluctuations occur all the time depending on the complexity of the scene, resulting in lots of stuttering/judder.

Just turn on the oculus performance hud and you'll see that you're most likely just locked on 45 FPS with ATW enabled all the time thus giving you the illusion of "smooth" gameplay but in reality its no where near as good as 90 fps locked in basically every other VR game.

As developers you should aim for 90 fps 95% of the time in VR on recommended settings (4970k + 970).
Last edited by nick; Sep 22, 2017 @ 5:22am
Radical Russian Sep 22, 2017 @ 9:13am 
I got the same problem on the GOG version. Terrible performance on VR. without VR, at 2560x1440 I get around 170-200+ fps on my settings. 6700K @ 4.5ghz and GTX 1080 with 16 gigs of ram, no hdds in system only ssd.

When going to VR it's just locked at 45 fps. I tried disabling vsync without VR but still remains locked at 45 fps. Sometimes enabling smooth framerate and disabling it again helps but it seems to lock back to 45 fps very fast. Smooth framerate also makes everything unreadable.

Playing on a mix of medium-high settings, albeit disabled motionblur, chromatic aberration and anti aliasing.

Tried forcing r.Vsync=0 in the engines ini as well, to no help.
Wylie28 Sep 22, 2017 @ 2:48pm 
Originally posted by baci:
Hello! I'd suggest you check the Screen Percentage and Anti Aliasing settings in the graphics options menu - especially Screen Percentage can have a big impact on performance, a screen percentage of 200 effectively renders 4x the amount of pixel data as 100 on top of your base resolution, so even with a current high-spec setup, I wouldn't go above 200. With current VR headsets, the visual quality doesn't change much above anyways.
Hope that helps!

4x? Is this screen percentage axis length instead of size? 200% of a rectangle is 2x. +200% is 3x. The only way to get 4x is if you double the side length rather than the size. But thats 400% or +300% the actual size.
Last edited by Wylie28; Sep 22, 2017 @ 2:48pm
Rack Sep 22, 2017 @ 2:50pm 
Originally posted by Wylie28:
Originally posted by baci:
Hello! I'd suggest you check the Screen Percentage and Anti Aliasing settings in the graphics options menu - especially Screen Percentage can have a big impact on performance, a screen percentage of 200 effectively renders 4x the amount of pixel data as 100 on top of your base resolution, so even with a current high-spec setup, I wouldn't go above 200. With current VR headsets, the visual quality doesn't change much above anyways.
Hope that helps!

4x? Is this screen percentage just one axis? 200% of a rectangle is 2x. +200% is 3x. The only way to get 4x is if you double the side length rather than the volume. But thats 400% or +300%.
Each pixel will be calculated 2 times horizontally and two times vertically. Similar to how 1080p is 1920x1080 = circa 2m while 4k is 3840x2160 = circa 8m.
Wylie28 Sep 23, 2017 @ 4:18pm 
Originally posted by Rack:
Originally posted by Wylie28:

4x? Is this screen percentage just one axis? 200% of a rectangle is 2x. +200% is 3x. The only way to get 4x is if you double the side length rather than the volume. But thats 400% or +300%.
Each pixel will be calculated 2 times horizontally and two times vertically. Similar to how 1080p is 1920x1080 = circa 2m while 4k is 3840x2160 = circa 8m.

Thats MSSA. That wouldnt have a slider. You cant partially render pixels.

Also 4k isnt 3840x2160. 3840 < 4000. Dont let TV manufacturers lie to you. 3840x2160 is 4x 1080p at a 16:9 aspect ratio. But you need at least 2160p at 17:8 to reach 4k pixels.
Last edited by Wylie28; Sep 23, 2017 @ 4:19pm
baci Sep 26, 2017 @ 7:13am 
Originally posted by nick:
I'm not getting 45 FPS all the time either. For example looking at empty space = 90 fps, turn ship to a cluster of asteroids with some action and boom ATW kicks in and engine goes to 45 fps. These fluctuations occur all the time depending on the complexity of the scene, resulting in lots of stuttering/judder.

Just turn on the oculus performance hud and you'll see that you're most likely just locked on 45 FPS with ATW enabled all the time thus giving you the illusion of "smooth" gameplay but in reality its no where near as good as 90 fps locked in basically every other VR game.

As developers you should aim for 90 fps 95% of the time in VR on recommended settings (4970k + 970).

I think your issues might have been caused by the smooth framerate option. If the framerate would drop below 90 fps, it would be capped to the next lower smoothing range that is defined, which is 45 fps. I changed the way this gets set in VR mode and also made sure that VSync is permanently off in VR - these changes will be released with the next patch which is probably coming in mid/late October. On my specs (worse than Rack's as above), I'm playing in almost-constant 90 fps with medium settings now (most notable exceptions are jumping in and situations with lots of collisions / particles, which we'll tweak further on).
Note that you should give the framerate a few seconds to adjust after changing settings, since the assets of the new quality setting are loaded in on the fly.
nick Sep 26, 2017 @ 12:03pm 
This is not how VR works. Are you aware of what Asynchronous Timewarp (ATW) does for Rift owners? ATW is basically frame interpolation which sets the game's fps to 45 and then for each frame "creates" an extra one based off the previous one to create a fake 90 fps. Oculus does thit to stop users from getting uneven framerates below 90 frames which looks even worse than 45 locked with interpolation on.

https://developer.oculus.com/blog/asynchronous-timewarp-examined/

Vive also does something similar.

ATW is something you aim for on entry level specs, not on a 7700k with a Nvidia 1080 :)
Last edited by nick; Sep 26, 2017 @ 12:06pm
Michelangelo Sep 27, 2017 @ 8:31am 
[/quote]



Originally posted by Rack:
I've got an i7 7700k and a Geforce 1080. The game runs at 70-120fps at epic @4k but in VR I have to turn everything to minimum and I still end up with frequent dips below 90fps. Something feels definitely wrong here but I'm not surte how to fix it.

I have an I7 4790k + EVGA 1080ftw + 16gb + Windows 10 and the game works incredible in EPIC with AA setting off.

There must be some setting in your machine that is affecting the performance.

Check the Nvidia control panel
click the RESTORE Button. This will set all the settings to default but also will send those to the card.

Check the power option...maybe you had "OPTIMAL " setting enabled. Instead choose HIGHEST PERFORMANCE mode.

Also discard these:
Vsync = always off
VR render frames = 1
Disable all AA options (AA in VR is useless in my opinion...as it creates more blurry results and takes performance away)

Last edited by Michelangelo; Sep 27, 2017 @ 8:32am
Rack Sep 27, 2017 @ 11:34am 
Originally posted by Michelangelo:


I have an I7 4790k + EVGA 1080ftw + 16gb + Windows 10 and the game works incredible in EPIC with AA setting off.

There must be some setting in your machine that is affecting the performance.

Check the Nvidia control panel
click the RESTORE Button. This will set all the settings to default but also will send those to the card.

Check the power option...maybe you had "OPTIMAL " setting enabled. Instead choose HIGHEST PERFORMANCE mode.

Also discard these:
Vsync = always off
VR render frames = 1
Disable all AA options (AA in VR is useless in my opinion...as it creates more blurry results and takes performance away)

When you say power option do you mean the power plan (which is set to high performance, there isn't a highest performance).Other than that I was pretty sure I hadn't messed with any of that but set it all the same. As before near constant 45 fps jumping up to 90 when I'm looking into blank space.

Are you sure you aren't just running it at 45 and not noticing the ASW? And out of curiosity are you able to get any level of SS above the bare minimum?
Last edited by Rack; Sep 27, 2017 @ 11:35am
Apo·dictic Jun 7, 2018 @ 11:09am 
i have the same problem as OP, terrible performance in VR on a high spec PC:

Oculus Rift with 3 Sensors
1080 Geforce
8600K@4Ghz
16GB Ram
ASUS PRIME Z370-P Motherboard

flat version of the game runs fine, so do other VR games.
I tryed to toy around with the settings, but low, med, high or epic doesnt seem to make any difference, the game still struggles to hold even 45 fps with a 120 % and no AA and no Smoothing.

Is it some 3rd party software or what is it? steam supersampling is off, as well as oculus traytool...

Anyone had any insigt, to what this problem might be caused by?
< >
Showing 16-30 of 54 comments
Per page: 1530 50

Date Posted: Sep 12, 2017 @ 1:23pm
Posts: 54