samfisherirl wrote: ↑Sun Jul 31, 2022 12:51 pm
keep in mind, the actual ini file is in the /geo/ folder within the game;'s directory. If you edit the ini file in the games directory and then use the shortcut generated, its swapping ini files from that fold.er
My (personal) experiences and a couple oothers have been katanga's massive draw on resources reducing frame rate to a degree that is tough to bare. While katanga is very well built with on controller bindings and such, I would love any tweaks you would recommend. Running on a decent system so Im not bottlenecking.
OK, let's clarify a few things here- You and everyone else, are absolutely wrong about the performance of Katanga, and I would really appreciate it if you all could
stop spreading misinformation. I regret adding experimental VR support in geo-11 now, because it's just made a bad situation worse because literally no one appears to be able to configure this properly. Which is a big part of HelixVision itself- configuring it for people who don't understand the details. I should have just waited.
I've heavily profiled Katanga, and the UnityApp+SteamVR takes roughly 20% of a GTX 1080ti. SteamVR by itself will take roughly 10% of a 1080ti when drawing the simplest possible output of the empty scene with circles on the ground and distant mountains. So that means Katanga itself takes about 10% of a 1080ti. Helifax has direct output to VR out of the game, which gets him a bump of 7-8% of GPU. And that also means that the true overhead for running a game and being able to see it is roughly 12% of a 1080ti GPU. So can we agree that 8% of a 1080ti is not "a massive draw on resources"?
If you have a better GPU than I do- anyone with something like a 3080 or better should have
Double my performance, which would make the Katanga overhead at 4% of your GPU. If you think that is an excessive drain, you are definitely doing it wrong, because 4% of a 3080 is not going to magically double your frame rates.
When running in VR- you absolutely need to leave GPU headroom for the VR app and SteamVR itself. People who are naive are leaving vsync turned off, which means that the games will run at full blast, with screen tearing, and suck down every available GPU cycle to show frames you can't see. If you don't have a frame limiter of some form your experience will be bad- and this doesn't have anything to do with Katanga using too many resources.
The easiest and best frame limiter to use is built into the NVidia control panel under Manage 3D Settings->Max Frame Rate. Set that to 1/2 of your HMD frequency and suddenly your Katanga experience will be smooth and amazing. This is part of what HelixVision does automatically, and that people are missing using the katanga shortcuts. I figured modders would have a clue here, but apparently not. You can set that frame rate limit to whatever makes sense for your gear. You want to leave yourself with somewhere around 5% GPU headroom. If it's tapping out at max, then the VR environment running in the background will stall and give you stutters. If you have a powerful rig, you can possibly run 1:1 frame rates for the game:hmd frequency. Also depends heavily upon the game, and our experience is that there are nearly zero DX11 games that can run at full HMD rate, although geo-11 may have changed that equation in our favor.
There are lots of way to blow it on performance, including cranking your SuperSampling to some stupid value. Anything above 150% on a Vive Pro is wildly into diminishing returns. If you have a higher res HMD than that, you need even less SS.
You can set the game resolution to some stupid value for VR use. Anything above 1080p is a waste of pixels and performance, and you won't be able to see the difference. 1080p on a Vive Pro is in the diminishing returns category, and 720p is nearly identical.
You can add shaders and AA and crank up all kinds of stuff with other NVidia settings, turn the game up to 11, and add Reshade options. Katanga already has the best AA possible built in, the one used and shared by Oculus.
The key to a good VR experience is to balance your performance with the visuals. There is no free lunch. You can dream about Artum's magical new VR experience solving all problems, but if you set it up stupidly, you are going to get a crap experience there as well.
If you are solely focused on
frame-rates in VR- you are blowing it. VR doesn't have anything to with frame-rates exactly, it has to do with frame-pacing. You want as smooth and consistent an experience as possible, and speed is only one factor. If you can pull 180 fps while nothing is happening, and it tanks to 75 fps when explosions happen- tha's a crap experience. And you'd be far better off to cap the frame rates so that you don't get these stalls.
If you set the frame rate of the game to cap at 60 fps, with a 90 Hz HMD, that will be a crap experience too, because with a 2:3 frame ratio you are going to have a nasty beat frequency for frames you see, where every 2 frames are the same, with one new. This will seem fine on short looks, but still feel weird over time. That's why we start with a cap at 45 by default- as the best balance between performance/latency and VR experience.
The important thing is to actually try to understand what is happening- blindly trashing Katanga is just stupid and lame, and it really pisses me off. Somehow you think I would just write a shitty app, not tune it, and ship that? Experiment. Learn. Are you all modders or not?