Rfactor2 The VR thread -settings & tips

I don't know about hardware.
I write based on experience.
In our champs there are more than ten people using VR and some of them had problems using I5 cpus. And they stopped having problems when they changed to I7. I don't think that there is a cores problem. Much has been said about this in the forum.
 
First time I’m thinking of going i5 as opposed to i7
I keep hyperthreading off anyhow
& from Info there’ll be little difference

I’ll overclock to 5ghz watercooled
 
When it comes to in game performance in rFactor2 you claim is placebo and nonsense.:rolleyes:
My "placebo" was actual reality but not in rF2 !
It was in pC2 and other games that stuttered and struggled to pass 60fps in 4k and were task manager was showing 100% and red on my i5 6600k at 4.8GHz and then with the i7 7700k at 4.8Ghz those same games can pass 60fps (and hold vsync) and task manager now shows 42% !

But this IS a rF2 topic so i guess i am in the wrong for posting i5 to i7 benefits here ! Sorry .
 
As you can see number of cores is equal and we also know that rFactor2 uses two cores. Intel® Hyper-Threading Technology is not needed in rF2. If you own i5-8600K the only thing you have to do is to go in BIOS and use Turbo Frequency 4.70 GHz and you have the performance of i7-8700K in rFactor2.
;)
This quote caught my eye. I'm not an expert in any way but when I did some VR benchmarking it shows all 8 threads of my i7-4770 being utilised?? I'm using Aggressive Threading. Is it background processes?
Desktop Screenshot 2018.06.20 - 19.28.10.15.png
 
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Did you try my suggestion?
Yea, it did help... thank you,
Let’s say, it is getting much better now. Today I did 20 laps with the Radical at Nola Park and woww... Rfactor 2 with VR and my 4 buttkickers( simvibe) is something else... it blows out by the water AC and pcars2.
Clouds in Rfactor2 is a performance killer and the same with shadows ( I turned it off ) .
Can some one explain me the “ aggressive threading “ option !
I have i7-8700 3.2GHz.....should I thick it?
 
Yea, it did help... thank you,
Let’s say, it is getting much better now. Today I did 20 laps with the Radical at Nola Park and woww... Rfactor 2 with VR and my 4 buttkickers( simvibe) is something else... it blows out by the water AC and pcars2.
Clouds in Rfactor2 is a performance killer and the same with shadows ( I turned it off ) .
Can some one explain me the “ aggressive threading “ option !
I have i7-8700 3.2GHz.....should I thick it?

Aggressive threading seemed to help me ( i7 2600k ) but I’m sure it was adding to the second freezes so I turned it off
Track detail low helps alot
 
From what I've noticed aggressive threading seems to put high usage on core 1 and then core 2 (the virtual core I think) gets utilised a lot too (see pic above). Maybe it helps latency? With it turned off usage seems to get spread out among all the cores.

I could be talking complete bollox tho' - like I said I'm no expert.
 
I7 12MB cache
I5 8MB cache

CPU Cache don`t give you one FPS more or better game experience and it is an area of fast memory located on the processor. Intel® Smart Cache refers to the architecture that allows all cores to dynamically share access to the last level cache.
i5 8600k > Cores 6 > threads > 6 > 9 MB
i7 8700k > Cores 6 > threads > 12 > 12 MB

:rolleyes:
 
This quote caught my eye. I'm not an expert in any way but when I did some VR benchmarking it shows all 8 threads of my i7-4770 being utilised?? I'm using Aggressive Threading. Is it background processes?


I have also i7-6950X which has 10 cores and 20 threads which I have tested vs i7 8700k and i7 4770k. What I can see is that all cores and threads are used in rF2 no mater which CPU it is but when I run benchmark all CPU`s has equal performance and fps in rF2 and other games I am playing.

I asked once from S397 same question as you about CPU usage and this is answer I got: "We are trying to use more CPU cores to help speed up graphics and we are trying to make sure that physics always have priority of that. Those two things combined can mean that the physics core ends up "helping out with graphics" a bit more if it has idle time."
 
I don't know if anyone here has had an issue with their Rift going black, with sound still on, and then being chucked out to the desktop. I had been using my Rift for some time without issue, and then recently I had this issue. In the last couple of weeks it increased in frequency and could happen after 10 mins or half an hour.

After the last time, I did some research and found a couple of threads in the Oculus forum about this type of issue. I followed several pieces of advice and post here what has worked for me. This appears to relate to the sensor and the power from the USB 3.0 socket, perhaps after the last Windows 10 update. Anyway:

1. Completely remove the current Nvidia driver and do a fresh install of driver 388.71 [do not use a newer version].
2. Separate the headset USB 3 and the sensor USB 3 - in my case I had already purchased a USB 3 PCIe card. I now have the headset in this card and the sensor in a USB 3 port on the front of the computer.
3. Windows power setting - I had this on the max power setting, but have now changed this to the balanced power setting.

Having done the above three things, I have not had a reoccurrence of the black screen issue and have used rF2 for many hours [practice and in races]. My system is - i5 6690K running @ 4.2 GHz, Strix 980 Ti and 16 GB RAM.
 
My "placebo" was actual reality but not in rF2 !
It was in pC2 and other games that stuttered and struggled to pass 60fps in 4k and were task manager was showing 100% and red on my i5 6600k at 4.8GHz and then with the i7 7700k at 4.8Ghz those same games can pass 60fps (and hold vsync) and task manager now shows 42% !

But this IS a rF2 topic so i guess i am in the wrong for posting i5 to i7 benefits here ! Sorry .

What you are saying in your post is that i5 6600k at 4.8GHz is bottleneck in pC2 and other games o_O There is noway task manager is showing i5 6600k >100% CPU usage in any game. However I remember different story from your previous posts in this forum about you not using equal size of RAM etc. with i5 6600k which could indicate that 100% CPU usage was caused by something else :p
 
I have also i7-6950X which has 10 cores and 20 threads which I have tested vs i7 8700k and i7 4770k. What I can see is that all cores and threads are used in rF2 no mater which CPU it is but when I run benchmark all CPU`s has equal performance and fps in rF2 and other games I am playing.

I asked once from S397 same question as you about CPU usage and this is answer I got: "We are trying to use more CPU cores to help speed up graphics and we are trying to make sure that physics always have priority of that. Those two things combined can mean that the physics core ends up "helping out with graphics" a bit more if it has idle time."
That appears to contradict your earlier statement that rF2 only uses 2 cores and hyperthreading is not needed?
 
rFactor2 uses one core to physics and one to graphics. There are only few games which has true quad core support and rFactor2 is not one of them.
I don't think that's true anymore since last perf patch. That's why the more core/threads system has the better. This will likely become even more important once higher FOV HMDs arrive. https://www.studio-397.com/2018/04/release-of-build-1110/

"Thanks to DX11, we are now able to take advantage of multiple graphics threads and leverage the modern CPUs to render the scene faster. Internally we had to make quite a lot of changes to the code to make this possible and really take advantage. One area where we got a significant improvement is in our shadow rendering. Using multiple threads speeds that up, and another thing we did was to no longer render the shadows separately for each screen"

Also, turning off HT on modern processors is not productive, and modern here applies to any Core series processor. Roughly, HT processor is capable of running ~1.5x more threads simultaneously compared to no HT. HT had problems in early CPU implementations, now turning it off is just throwing away a bit of multithreading capacity.

Additionally, multiple cores/threads help in VR (Oculus runs separate service process, Steam VR too) and for sim tools running in background.
 
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I don't think that's true anymore since last perf patch. That's why the more core/threads system has the better.

If build 1110 was released with true quad core support it is so huge news that we could read about that in the first sentence in the roadmap.
"we are now able to take advantage of multiple graphics threads and leverage the modern CPUs to render the scene faster etc." Does not mean that game has true quad core support.
 
"..One area where we got a significant improvement is in our shadow rendering. USING MULTIPLE THREADS SPEEDS THAT UP, and another thing we did was to no longer render the shadows separately for each screen"

That says to me hyper-threading is an advantage? Unless I'm misinterpreting it :confused:?
 
"..One area where we got a significant improvement is in our shadow rendering. USING MULTIPLE THREADS SPEEDS THAT UP, and another thing we did was to no longer render the shadows separately for each screen"

That says to me hyper-threading is an advantage? Unless I'm misinterpreting it :confused:?
Yes. More physical cores is better but HT is a plus as well. On my i7 8700K rF2 is no longer CPU bound in VR, it is held back by my 1080Ti. Except for rain of course, something isn't ok there.
 
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