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That's a relief, it isn't just me. You should try monitoring it using Oculus Tray Tool's performance HUD. The performance tanking keeps getting worse. Incredibly odd. I'd do more testing-- like making sure "low" is stable and doesn't eventually tank too- but I'd go over the return window. If my machine is incompatible- or they don't plan on fixing the issue- that is worth a return.
GPU Framerate 4.3ms CPU Framerate 3.2ms
GPU Utilization 39% CPU Utilization 20%
4.5GB/11GB GPU Mem 7.4GB/16GB CPU
150% Steam SS
Then I switched to Medium in-game. It held 90FPS for 2-3 minutes then tanked. When I reloaded the area, it again held 90FPS for 2-3 minutes then became unplayable down to 40FPS. Here are the same stats while it was tanking:
GPU Framerate 6.5ms CPU Framerate 20-24ms !!!
GPU Utilization 38% CPU Utilization 25% (about the same as above)
5.1GB/11GB GPU Mem 7.5GB/16GB CPU
150% Steam SS
So it's a total crash/decline on the CPU Frametime without an increase to balanced utilization. The game is using 100% of whatever core/partial core (hyperthread) it's on per given tick while the rest of the CPU sits around.
All I can say is it doesn't seem to happen on Low yet to me, but Medium and High both tank FPS on the CPU Frametime.
Oh cool, thanks! Okay- so low seems pretty stable. I wonder what it is about med and high that tanks the performance. The gradual degrading isn't normal and should be fixed.
As far as to it being fixed, there looks like there was a short thread describing something similar from last year. https://steamcommunity.com/app/846470/discussions/0/1728701877520442863/
That doesn't bode well. I couldn't tell a huge difference- if any- between low and high. High looks like it supersamples some. Which helps visuals a bit- but isn't a necessity. IDK. Bummer- a game like Moss, you'd want to play at the max fidelity possible for your hardware.
Dunno if that’s the same thing you’re talking about, but it sounded like it.
I restarted the game many times during testing. It is definitely med and high. I think. Changes don't take effect unless you reload or change stages. (I believe could be wrong) Did you check any performance huds? It doesn't just dip- it keeps dipping- 90fps to 23fps. Only 23fps because that is when I quit. If you advance a stage then it resets. Or it could be the same thing- IDK, I'm not a computer wizard.
To me, this means there's a CPU-♥♥♥♥ somewhere in processing on some screens, that's why this happens. Dunno what's causing it though. On that particular stage (an early one), I had to move a giant statue toward my face to open a gate.
How do I do that now given that Steam took that option away from SteamVR Settings?