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RT(realtime) Cameras - they are the performance killers for the VRMod. Avoid maps with RT Cameras(for example - gm_construct has an RT Camera. RT Camera is what the reflection mirror texture at one of the rooms is).
Refractive shaders - Prefer disabling/setting shader quality to Low, as it also can cause lag spikes for the VR Mod.
If you go around the map using the road, while facing away from the center of the map, performance is absolutely perfect. I bet there is around 90 constant FPS.
But, once I face the center of the map, FPS instantly hits low numbers. I've tried placing myself at the center of the map, while looking at 2 different directions, and FPS was pretty much stable, but once I walk further away - it gets laggy again.
That makes me think that the possible issue with the low framerate may somehow be connected to distance. That means:
- Vis leaf issues?
- Render distance issues?
- Distant models?
"r_novis 1" kills the crap out of VR performance almost no matter where I look at.
Seems like open world maps are the worst kind for VRMod in its current state. The more there are VIS divisions, the more performant would be the map.
Performance damage grows with distance observed, and not the actual FX in-game features.
The best map type for VRMod is a small box map.
The second best type of maps for VRMod are close quarter, short corridor and small room maps with perfect VIS optimization. Less the possible distance between perceivable parts of maps - the better
Quality of models, textures or shaders has NO effect on VRMod performance. The observed odd lag is somehow connected to maps and their size.
Using command r_mapextents allows you to play any map in VRMod on highest FPS possible. The command cuts the max perceived distance.
This command requires sv_cheats 1.
Default value for this command is 16384.
With r_mapextents at value of 2000 the game is no longer as laggy, with some exceptions.
With r_mapextents 1500 the game is pretty much lag-free, with some little exceptions.
Reducing the number even lower will remove the rest of lags.
RT Cameras do not damage performance, but the stuff that is rendered through it does. Reducing the r_mapextents also removes RT Camera performance penalty.
Whatever it is, it probably has something to do with brush complexity, or brush lighting.
I've also found out, that having anything in your hands BUT the "empty hands" also badly damages the performance, and I have the world models enabled, so model complexity/textures is pretty much out of question.
Do net_graph 1 or cl_showfps 1, and look at your framerate even in desktop mode, it'll likely tank from 250+ fps to 70 after running that command
r_drawbrushmodels 0 - gives a good FPS boost.
r_drawstaticprops 0 - gives a slight but steady FPS boost.
r_drawentities 0 - no lags since every entity and every model is removed. But, that reassures me that static brushes or lighting are not the issue either.
+showbudget shows that 2 of the most heavy loads are "Unaccounted" and "GLua". That means the only one thing - whatever the lags are caused by - fiddling directly with graphics won't help.
Too big "Unaccounted" line may be caused by fps_max or apps running in the background, and is USUALLY not something that is worth worrying about.
The oddest thing about it is that GLua usage grows alot depending on the viewable things.
I'll try more "secret commands" later.
P.S. mat_fullbright 1 has no effect.
Whatever the issue there is, it is 100% caused by how LUA or the VRMod infused renderer is interacting with entities, existing on the map, and only as long as player is seeing them on his screen.
Model quality is not the issue. Lighting is not the issue, Static brushes are not the issue, Textures are not the issue.
Also, you aren't wrong with GLua being a performance killer, it's not too bad with only a few addons, but the more addons you have, the more it'll affect your performance, even if said addons aren't in use as their lua code still runs.
You said you're getting 15 - 50 fps, but have you tried for example, d1_trainstation_02 and checked there, or gm_flatgrass? I seem to get a solid 90 fps in those places
Only noticed it yesterday, but still, that allowed me to do some tests on a border fps position.
With mcore disabled, everything was lagging me, including gm_flatgrass(it didn't in the beginning, but as I spawn stuff or pick a weapon instead of empty hands, it did drop my FPS to 45).
Just try to fiddle to what you want to see until you're satisfied with
Feature that is responsible for that is called Motion Smoothing, in SteamVR, but many other HMDs have their variants of that feature, accessible somewhere within its software.