Thanks for replying Sam, I’ll get on that troubleshooting right now and get back to you within an hour or so –
My GPU is a GTX680 4GB,
One thing though, your driver is not the onerecommended by Oculus for the runtime 0.7:
Does this mean that the direct driver mode is not actually necessary? My technical knowledge of this kind of thing is admittedly lacking, I assumed that the two (runtime and nVidia driver) needed to go hand-in-hand.
Edit - r.ScreenPercentage does not change anything in stereo, the command there is HMD SP, right? Should I be using that instead?
Edit 2 - showlog window states that HMD SP is an unknown command when I type it on it’s own. Setting HMD SP to a number makes it work though,
so I’ve deduced that the default HMD SP is 100, and setting it to 130 drops the framerate from a choppy 75 to a solid 50, as if it’s being synch’d. Bringing it down to 80 brings back the performance to how it was on 0.6 and 4.8 / 4.9.
I’m going to install 350.12 now to see if that increases performance.
Edit 3 - I made a mistake with Edit 2. After installing 350.12 and testing, and then re-installing 355.98, I can now reach a HMD SP of 110 with a solid 75 fps. I had forgotten to turn off a test feature I was working on that isn’t optimized yet.
So in summary
- Lowering HMD SP does make the game renderable. If 130 is the default value then setting this to 110 achieves the same performance as I had with 4.9.0
- A particularly CPU heavy feature that ran fine on 4.9.0 w/0.6 seems to hit performance harder in 4.9.1 w/0.7 (no matter the screen percentage value)
- 350.12 and 355.98 have comparable performance (though when there are frame drops in 350.12, there is a strange tearing artifact on the Rift’s right eye. Frame drops appear simply as jitter on 355.98 with no tearing. This visual artifact is only present in the Rift display and not on the monitor displaying the Rift’s feed)