Friday - last edited Friday
I spoke too soon!
I am still seeing high CPU utlisation with the CPU i5 7600K running on Windows 10, 32GB memory, Nvidia GTX1080, latest BIOS and non-beta SteamVR.
I have even tried dialling down the resolution to 160% - SteamVR recommands 200% for my CPU/GPU.
@Synthesis any further thoughts on what else I can do?
One is at 180% and one is at 160% (time of capture makes it look a bit better than it actually is).
@tris2n Try starting with setting both supersampling values to 100%. And see the CPU load together in fpsVR and windows task manager (they show different values). Gradually increase the global resolution setting in steps of 10%. The algorithm for automatic set of supersampling by 200%, depending on the video card model, is unknown to us. Start with 100% and increase until the frame rendering time is less than 9 ms.
You are right @Saint666 there is roughly a 20% difference between what fpsVR show and what windows task manager shows, with task manager being the higher. For clarity, all of my CPU percentages below are from windows task manager. All of my frame rendering times are from fpsVR.
I started doing what you said and there was only a small jump in frame timing improvement between running at 50, 100, 150, 200 and even 300% resolution. My next thought is this has to be CPU bound.
I shutdown as many tasks as possible, chrome browser, items in the quick bar, etc. even the Advanced Frame Timing tool in the SteamVR settings, which I noticed uses roughly 15% CPU. That reduced my general CPU usage with SteamVR running to around 70% before running a game (it is usally 80-85%).
Then I started my reference game and slowly increased the resolution from 50% up to 300%. The CPU always stayed below 100%, and the CPU refresh rate well below 9ms, even when I was at 300% resolution! It was only really the GPU that went up each time and even that only went above 9ms (to 12ms) when I was at 300% resolution.
So for me anyway, this is most definitely a CPU bound issue, regardless of the resolution. In otherwords if I hit 100% CPU, even for a short time it will result in poor performance, which I guess is what you'd expect.
I think the only way this can be resolved is for Steam / HTC / whoever to improve the efficiency of SteamVR, which currently stands at 40%+ CPU on my fairly decent system, and the Compositor, which stands at 35%+ CPU, which is collectively between 75-80% CPU and that is before running a game, which will take upwards of 10-20%.
Until they improve those two items I will need to play with quite a lot of things shut down or build an even more expensive CPU beast (mine was pretty expensive as it is).
@tris2n But how does the system behave when connecting the helmet with a wire? What processor load and what processes on the reference super-sampling value are 100%? you need to understand the difference in the load on the processor between the wired and wireless connection
Friday - last edited Friday
@Saint666 I'd assumed there is a difference purely because I had absolutely no stuttering / choppy performances using wired, which I had used for nearly two years. I agree though, that's the only way to know for sure so I'll do some measurements but it'll probably be in a week's time when I have more free time. I'll post back once I have them.
Even if I get similar measurements, i.e. Wired = Wireless then the Wireless may not be at fault, at least for me, but Vive's CPU working specs are clearly wrong as I am well within their specification.
@tris2n I think the guys from VIVE were very modest in describing the minimum requirements for a wireless adapter A computer for VR should have sufficiently high characteristics. Couldn't they say, “hey guys, we released a cool product, but you still have to improve your processors”