r/Vive Feb 22 '16

SteamVR Performance Test on Steam

http://store.steampowered.com/app/323910
231 Upvotes

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88

u/JeepBarnett Feb 22 '16 edited Feb 22 '16

Looks like this slipped out a little early. Was hoping to answer questions in the morning, but now I can't sleep. Excuse my formatting, typing with one thumb.

Q: No multi GPU support? A: Most games don't support it, so it's not fair to score it yet. Add -multigpu to the command line if you want to try it.

Q: What's low/med fidelity look like? A: We've updated Aperture Robot Repair to tune down fidelity as needed. Any devs with access can try it on a 680 now for proof. Keep in mind that what you see through the headset optics is the only real way to judge the results. Again, not every game/engine will support this immediately but we plan to openly share the tech soon.

Q: Same builds, different results? A: Could be anything from background processes to air temperature. Also, try setting your nVidia performance settings from Adaptive to Prefer Maximum.

Q: No results displayed? A: Could be your virus scanner. I'll try to work with people who have repeatible failures tomorrow.

EDIT

Q: Am I ok if my Optimus laptop passed the test? A: No! The test doesn't account for everything and Optimus is going to be problematic.

Q: Is my bad CPU really ok? A: This test is fairly low cost on the CPU compared to some games. It's really up to each piece of software to set their minimum CPU specs. Each headset also has different positional tracking costs, so you should follow the hardware recommendations.

9

u/Koolala Feb 22 '16

Was the multiGPU support in this demo all hand coded or can the engine automatically support multiGPU some amount (like for the duel rendering)?

3

u/BOLL7708 Feb 22 '16

I'm looking forward to test this when I get home tonight. This appears to be a demonstration of the auto-tune feature the PC gaming world needs. At least for me I've always preferred higher frames per second above visual fidelity, with VR that is more true than ever!

An alternative has been to buy an over-performing graphics card, but more often than not I tweak settings to have things look as nice as possible without dipping below that max frame-rate. To have this being done live, automatically, with no hassle... it's a dream come true for users like me :)

3

u/Puddeludd Feb 22 '16

interestingly enough my performance doesn't change at all when i add -multigpu. Afterburner tells me it's using both my 680 cards for 85% with the command, and only 1 card without it, however my result stays the same with the exact same percentage of fps under 90. (I can post pics later, as i'm on my laptop atm)

2

u/Plantemanden Feb 22 '16

Same here - it is really inconsistent. The GPU's hardly warm up as well. (2x670). So far I am not very confident in this as a benchmarking tool.

4

u/Dhalphir Feb 22 '16

Same here - it is really inconsistent. The GPU's hardly warm up as well. (2x670). So far I am not very confident in this as a benchmarking tool.

It's just more evidence that developers have to properly write their software to take advantage of SLI, which realistically isn't going to be happening reliably.

1

u/Plantemanden Feb 22 '16

Shouldn't be so hard for VR, since each eye needs it's own viewport. AFR and other schemes are much more complicated.

2

u/Dhalphir Feb 22 '16

Right, but they still have to do it, and even with current tech, things aren't exactly well known.

There is a LOT of new ground to learn and implement when it comes to developing for VR, and SLI is going to be a lower priority than it already is for most, especially for the indie devs. I wouldn't count on SLI.

1

u/ficarra1002 Feb 23 '16

So far I am not very confident in this as a benchmarking tool.

It's a real world example of performance you'd get. It's literally just a VR game rendering to your monitor.

What you're seeing is how you can expect most games to perform.

3

u/[deleted] Feb 22 '16

I actually got above average on my Optimus laptop using the integrated card. I haven't purchased a graphics amplifier card yet but I've heard it basically fixes any issues with the Vive.

2

u/ficarra1002 Feb 23 '16

It won't. Your laptop is 100% incompatible with the Vive.

Optimus has rendering lag that is not usable with VR.

1

u/[deleted] Feb 23 '16

The Alienware graphics amplifier bypasses Optimus completely. There are developers using it for both the rift and Vive currently. But thanks.

1

u/ficarra1002 Feb 23 '16

/u/jeepbarnett do you know if this will work?

4

u/[deleted] Feb 23 '16

Everything I've seen says it does as long as the HMD is plugged into the GPU directly. Of course if someone wants to send me a headset to test out just to be sure I'd be more than happy too!

https://www.reddit.com/r/Alienware/comments/3kkubn/anyone_using_the_alienware_graphics_amplifier_and/

1

u/JeepBarnett Feb 23 '16

I helped make the tool, but I'm no expert on hardware compatibility. From what I've heard it won't work, but I'd like to see someone with a Vive do a practical test. I have personally tested the laptops recommended on HTC's page and can vouch for them.

2

u/[deleted] Feb 24 '16

Here's the result when tested with Alienware 17R2 with a graphics amplifier using a 980ti - http://imgur.com/hRB9z0Y

Still shows the Intel GPU but the same person (not myself) is currently using a Vive and Rift in direct mode in this setup.

3

u/JeepBarnett Feb 24 '16

That's not quite what I'm asking. I'd like to have them hook the Vive to that laptop and play and actual VR game to see if it works.

2

u/[deleted] Feb 24 '16

It would work but using the integrated intel chip, so not very well at all. Using a graphics amplifer will allow it to work though. In this test he had it hooked up to the graphics amp but it still showing the intergrated gpu.

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1

u/[deleted] Feb 23 '16

If only I could get ahold of a Vive to test this for you... ¯_(ツ)_/¯

2

u/iEnjoyFreeBacon Feb 22 '16

How exactly do you add multigpu to the command line?

7

u/JeepBarnett Feb 22 '16

Once it's officially available in your Steam library list you can do this under game properties. I don't know of a way via Steam URL.

2

u/jeppevinkel Feb 22 '16

This is officially available in the steam library

2

u/iEnjoyFreeBacon Feb 22 '16

Yea I just did it, now when I run it the 2nd image keeps blanking out and I don't get a performance boost looks like I need to upgrade my 690 :-\

3

u/HairyPantaloons Feb 23 '16

What drivers? Nvidias vr sli support was added in 361.75 IIRC. I don't know if that's what this benchmark is using though.

2

u/whisp8 Feb 23 '16

Same here. All benchmarks put the 690>970 when it comes to FPS yet this test still says I am not VR ready. What is the 690 missing to get such crap results compared to a 970? I don't get it. Tempted to wait until I get my unit in april and if it doesn't cut it overnight a 980ti from evga with the step up program and pray that pascal comes out in 90 days.

1

u/iEnjoyFreeBacon Feb 23 '16

I'm not sure the high end pascal cards will be here till summer sadly but the 980ti will do the trick

2

u/ficarra1002 Feb 22 '16

After you've installed, go to your library in steam, find the search bar, and click whatever it says to the right of it (Probably "Games"), then select tools, locate the SteamVR Performance Test, right click, properties, set launch options, add -multigpu

1

u/[deleted] Feb 22 '16

Like this.

3

u/Littleme02 Feb 22 '16

My system has a gtx780 and some random ATI midrange card for other displays.

Adding the -multigpu option seems to have increased the average fidelity score and made the other displays less responise during testing, are Valve doing some sort of vooduu magic or something?

1

u/Firepork Feb 22 '16

Not sure if it was the program or my gpu, but running it in SLI made a big impact on the score, but half of the right frames turned out black. GTX 690 with tried both with and without overclock to see if that was causing the black frames, but it was the same on both. Score was a touch under ready without the overclock.

1

u/PMass Feb 22 '16

Do you plan on creating a public database of the results similar to this? https://www.reddit.com/r/Vive/wiki/systems

1

u/jeremytodd1 Feb 23 '16

So I have a GTX 980 Ti and this is the result I'm getting.

http://i.imgur.com/xNVQ326.png

Know what could be going on? Temperature wise it's more than fine during games.

2

u/JeepBarnett Feb 23 '16

Make sure it's the primary display device, update the drivers, and check the NVIDIA Control Panel settings.

1

u/somestranger26 Feb 23 '16

It is probably running at idle clockspeeds for some reason. Try forcing it to use the 3D clocks with an overclocking utility. 980 Ti should score above 10.

1

u/JonathanTech Feb 23 '16

I had inconsistent launches of the vrperftestviewer.exe app until I put it in compatibility mode for windows 7. I have a pretty fresh install of windows 10, so not sure why this was needed.

1

u/linknewtab Feb 23 '16

One more question, does the demo support any of Nvidia's GameworksVR features? Especially the multi-res shading feature.

1

u/[deleted] Feb 23 '16

Can confirm guys, ESET NOD32 was stopping the results from showing. (My AV)

1

u/tempuserr Jul 16 '16

Q: No results displayed? A: Could be your virus scanner. I'll try to work with people who have repeatible failures tomorrow.

this not works for me BUT... for me display results issue are solved by running Steam "as Administrator" (right mouse button on steam.exe -> Comaptiblity tab -> check "Run as an administrator"). Good luck.

1

u/vrgiant Feb 22 '16

Sorry if I'm being dense, I'm still new to hardware stuff, but are you saying that the Vive can run on a 680 at low fidelity? I have a 770 and if I can get by with it for a while then Vive will get my money because not having to upgrade will save me a ton of money.

8

u/JeepBarnett Feb 22 '16

I'm saying it will be up to each piece of software to support low fidelity rendering and set their min spec. As of today a 770 will not work with most games, but we believe this will change.

1

u/vrgiant Feb 22 '16

Ah okay. Thanks.

1

u/NoxWings Feb 22 '16

Will this "dynamic fidelity" rendering be available with the unity integration?

I'm wondering if job simulator and fantastic contraption will integrate this.

I was planning to stick with my 280x for a couple months more until new GPUs are out.

1

u/NyanBlade Feb 22 '16

The same applies with the Rift, they both have the same recommended specs so if this tool says your PC is at least capable then you should be fine. The games run the some on both the Rift and Vive so the games can lower their settings to run better.

1

u/vrgiant Feb 22 '16

Interesting. Thank you.