No Mans Sky VR releases August 14

It’s the other way round according to the comments:
High = Threads
Low = Cores

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Looking more into it it seems to be more confusing. Some others are saying it is about priority for processes. So i just deleted the very likely wrong post.

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I have the same setup and ended up with exact same results after trying basically the same things - I also had the same observations about frametime vs fps (low gpu frametime with throttled fps)

I think it might be an issue with the cpu frametime that smart smoothing is kicking because cpu frametime is too high. Maybe something to do with PP overhead or more likely NMS intense cpu load… but my cpu seems to have a lot of headroom so who knows.

be scouring web for tips and insights

I can confirm that the joysticks are the primary means of control with the oculus touch. thank god.

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For Vive wands people have already shared controller profiles that make the d-pad move like a proper FPS. I have no idea what the devs were thinking.

EDIT: I chose Ziddan’s 1.3 binding.

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Tried all this and made close to no difference

Oh, people are def complaining about this game acting like a psvr game on a pcvr system lol. Hope this nonesense gets patched, I play my games proactively, not passively. And it’s gotta be roomscale. The body naturally wants to move around a bit, standing in place hurts.

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I’ve spent a fair amount of time trying settings to get this thing optimized. Of all of the VR games this one is behaving the most bizarre on the Pimax. I can’t get the GPU to fully load itself. I have tried the latest beta as well as the one before that (.144 IIRC). I haven’t gone further back that .144 because I believe that would break index controller support. Anyway…

If I set Pimax to small, set it to 72Hz, and subsample down to about 42% in Steam I can get it to mostly maintain 72Hz. 72Hz is a frametime of somewhere around 13ms. When I am holding 72Hz my frametimes are about 1/3 lower than they should be, meaning I’m holding frametimes around 9-10ms (which are good for 90Hz). If I increase SS in steam to say 55-60%, I can no longer hold 72Hz and drop down to around 58-64fps. Ironically, I will still have frametimes (both CPU and GPU) that are under the 11ms threshold for 90fps, let alone the 13ms for 72Hz.

If I pull up MSI Afterburner and spam the default button, with the Pimax perfectly still on my desk I can see the GPU load increase to upper 80s to mid 90s. I can see the framerate also increase (although the frametime drops down closer to 7ms). Unfortunately, if I put the headset on and start playing the game the GPU load trick seems to reset itself almost instantly.

On a Rift-S, I can play the game at 80Hz on Ultra at 130% SS save for some CPU spikes, but the FOV is god awful. Frametime and FPS are aligned.

Unfortunately I don’t have another SteamVR headset to test with. I think I’m going to try rolling back to something before the .144 beta even if that means breaking out the wands. I would have assumed there was something wrong with NMS based on many reports of poor performance, but the fact that it works as expected on my Rift-S and that on my Pimax it won’t seem to load the GPU correctly and frametimes are whack (perhaps why it won’t load up the GPU, because it’s looking at frametimes instead of fps).

edit: This is with a 2080ti on water, i7-8700k, and 3200 DDR memory.

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@SweViver are you planning a video for No Man Sky optimisation? i’d love to see your setup with the flight joystick and pimax headset!

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Might pick this up tbh… liked this video

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They were thinking, the controllers seem like a ps move, its less work to make them custom for wands.

Then the took a puff of their crack pipe.

I actually find myself playing on the Rift not just because I can move up the graphics settings, but because the Touch controllers are properly mapped to the game. For sure the game looks better on my 5K but I can’t get things done with the dam wands.
The joy of ABXY buttons and POV sticks that respond correctly cannot be dismissed. Just the simplicity of menu navigation makes things much enjoyable when binding match the on screen prompts. Maneuvering on foot is also more precise with ministicks

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Probably confusing Megaton Rainfall. Pcvr & no psvr.

New SteamVR beta 1.7.6 addresses part of the performance problems with NMS:

The SteamVR beta has been updated with the following changes.

If you encounter issues with this update, please post in the SteamVR Bug Report forum. If possible, please include a system report to aid in tracking down your issue. Replies to this post are not tracked for bug reporting purposes. Please use the forum linked above to report issues.

SteamVR:

  • Fixed keyboard placement relative to overlays so it will stop obscuring the overlay that the input is going to.

SteamVR Home:

  • Fixed sorting issues with screenshot/image panels

  • Fixed vrwebhelper apps showing up in recent games panel

Compositor:

  • Motion Smoothing no longer throttles applications that are primarily cpu bound (e.g. No Man’s Sky).
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Nice thing on GOG is that you are not bound to the Plattform - once it’s on storage. Forces nothing compared to steam and such …

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my index controllers arrived. Havent tried nms yet, i’ve got them paired with the pimax but so far i haven’t gotten the fingers to track properly enough to make a fist.

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Do you have the “click problem” ? edit. meaning does the thumbsticks click in every position?

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@mmorselli & others sais it takes a bit for the hand tracking to calubrate itself.

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