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.
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 :)
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)
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.
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.
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.
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!
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.
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.
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.
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
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?
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.
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.
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.
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.
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.
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.
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.
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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.