Thursday, May 4, 2017

VR Experiences: Performance Concerns

Despite the overclocking I undertook to prepare my system for VR, I wasn't surprise to find that certain titles couldn't maintain the solid 90 FPS recommended for VR. Check out the following graphs from MSI Afterburner, generated from a couple of sessions in Elite: Dangerous.

If you can make out the "Framerate, FPS" graphs in those two images (they're the 3rd from the top in both cases), you can see them fluctuating wildly, when ideally they should be a nice constant 90fps (you might find it difficult to make out, and in that case, you'll just have to trust me!):

As I mentioned in a previous post, I had already reached a bit of a ceiling WRT overclocking my system: my GPU was limited by power and/or voltage, while my CPU seemed to be restricted by voltage and temperature. It might have been possible to push my CPU further, but it would take a lot more time and effort, for very little return (maybe an extra 100MHz or so). The GPU is where the biggest improvement would be seen, but that would require a voltage mod... You'll have to wait for my next post to see what route I took though (and if you follow me on Twitter, you probably already know)!