DX11: The effect of clouds and side mirrors on fram

Discussion in 'Technical & Support' started by Tom Satherley, May 6, 2017.

  1. Tom Satherley

    Tom Satherley Registered

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    Silverstone GT + FISI

    Using RF2 ingame logging. recording started over start/finish and ended up around club, depending on the framerate

    1440p, mix of medium, low settings for VR. PP off. Level 2 AA

    Tested:
    clear sky + no side mirrors (~400 fps+) (GPU usage ~60%)
    clear sky + side mirrors (~320 fps+) (GPU usage ~45%)
    Mostly cloudy preset + no side mirrors (~200fps) (GPU usage ~30%)
    Mostly cloudy preset + no side mirrors (~130fps) (GPU usage ~20%)

    Ryzen 1700 @ 3.9 Ghz
    1080Ti @ 2Ghz.

    In all cases, gpu utilisation dropped off with added clouds or mirrors. Clouds and mirrors are not GPU intensive tasks. They are unoptimised CPU intensive tasks that bottleneck the frame rate.

    What this means with VR: clouds + mirrors = sub 90fps performance. Clear + mirrors is ok, clouds + no mirrors is also ok (barely)
     

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