Okay so I installed the 5.3 preview tonight and played around with some things. I didn’t do this as extensively in 5.2 but I feel like the results I am seeing in 5.3 are pretty in line with what I was seeing in 5.2.
In fact jumping back into the same project in 5.2 I am seeing probably about 5% higher framerates both in monitor and vr modes.
This is with my workstation so
Dual Xeon(R) CPU E5-2680 v2
128 GB memory
RTX 3090
Vive Pro 2
Resolution 1280x720
scalability high
In monitor mode around 40 FPS with CPU and GPU pretty much idling.
In VR it is dropping down to about 20 FPS but the computer is still pretty much idling. GPU around 10%, CPU not much above average.
Going through that guide and tweaking all the recommended settings to VR settings and cutting my lightmass settings gains a few FPS and drops GPU down even further but the difference is small.
The biggest question right now is what is the bottleneck?
When I get some time I might try making a 5.3 VR project then start trying to drop assets from this project into that to see what happens. This project has gone from 5.1 to 5.2 to 5.3 and has been a big learning curve for me so maybe it’s messed up settings somewhere or something but why is it not using more resources for more quality?
I did check and as far as I can tell it’s not maxing any one CPU core. I mention that as I have had this issue in other games where single threading hit a wall while GPU was barely working.
Oh and as another point of reference in VR Steam Home it is using about 75% GPU and 15% CPU. So it seems something in this project is causing a bottleneck that is making pretty much all other settings have minimal impact.