While I am not sure what r3e does exactly for motion blur, typical techniques are just basing the motion vector based on camera movement (only need depthbuffer value and reconstruct delta per-pixel), or account every object individually, which means rendering cars etc. again. Look at the shaders there exist those that do such extra pass, which would add extra burden on CPU. The "blessing" of CPU bottleneck and therefore low GPU usage is that you can use downsampling super-sampling and therefore increase visual quality (GPU load) for "free", as Patrick's settings suggest.
Does anyone know a list of CPU heavy graphical options in R3E? I am in VR and CPU bound, and would like to see if I can get from 45FPS to 90 by lowering some settings, but would like to learn from community wisdom instead of trying settings one by one
Doubt you'll get 90 fps. I have a 1080ftw and it ain't happening. Most intensive I've found -number cars displayed -mirrors -Number shadow splits -shadow quality
It is very well possible. Just not with more than 17-19 AI cars and mostly low or medium settings. I get 90 FPS with a 6700K@4,4Ghz and a 1080. Just set everything to low and work your way up with one setting at a time. regards Quicksilver
For those having trouble with low fps on capable maschines: Set your PCE- Graphics from Gen3 to Gen2 in Bios. It blew the hood off of my Pc
Thanks. My processor is slower than yours, but it looks like starting from the bottom is the next step I'll have to take. Lowering individual settings made no difference at all - always 45 at race start (ASW off for measuring purposes), unless I look away somewhere. I'll respond here if find anything interesting.
Yeah i5-4690K here and 90FPS isn't doable with anything but low and about 12 cars. Even then, it goes back and forth. Hoping there is a fix for this soon.
thanks for posting this, I'll stick to 45 then and enjoy what's available. I am of course not an expert, but this is not likely to be a "bug fix". Issue is that older game engines render from a single thread, and in VR you need to pretty much render scene twice. To change that is huge re-work. I do hope I am wrong though
I think you are spot on and i would not expect huge improvements before the switch to unreal engine 4. regards Quicksilver
I don't wanna be trollin' but did you try what I suggested? I7 4770 @ 3.4 gig on GTX 970 and DDR3 1600 here fps in Game never under 120 (graphics are pretty much maxed out, AAx2, need the headroom to record with 70fps ingame and about 40 fps recording)
I'm curious, I've got a Z170 MoBo with only PCI-E 3.0 slots: why would I want to set them to Gen 2 mode for my 1080 ? I know the performance gains between 2.0x16 and 3.0x16 are marginal, but the latter should still be a teensy bit faster, no ? Or am I missing something here ? Feel free to enlighten me
@ Sascha Reynders I found this solution along with many others while searching for low performance/low usage of my gtx 970. This is the one that worked and solved a friends similar problem. Don't ask me why it works, I just don't know. It's going to BIOS once or twice, nothing more, try it.
I might give it a try then, although I'm having no problems with fps or GPU load in Gen 3 mode. I'll keep you posted if it makes a difference or not on my system.
Yes, there's all sorts of reports on the net about gen2 fixing performance issues in a variety of games. Most common explanation seems to be that the CPU and/or MoBo aren't fully gen3 compatible, or only with a certain number of cards plugged in, but that's just hearsay, I have no deeper knowledge of this.
Please do so. It would be interesting to know the difference on a system working in Gen3 mode. My best guess why it works in some cases: Gen3 has different power options. It reduces powerconsumption by restricting the gpus usage and an incompatability in instructions to get back to full performance is hindered by th low usage (hey, no boost needed since usage is low). A circle without escape.