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Please tell me what games and what engines we should be looking at since you disagree with our statements. I would very much like specifics, thanks.I am curious about the claim unreal engine is that important. I don't know any unreal engine games I am looking forward to in the near future. Most are based on in-house engines. I will assume this is talking about VR, but its likely a symptom of the uncertain nature of it all. Unreal is a cheaper investment but I don't expect it will dominate the better VR games to come.
Well you said you are curious as to UE4 being "that important" in VR. Tell me what else to look at since you are suggesting that we are on the right track. (Yeah, I am getting tired of this "what if" narrative. This is the CURRENT state of VR. And current state is what we have always covered. Real games, real gaming, today. )Not saying you should change. But its worth putting things in perspective. It is what it is, can't be bent to be representative of what other games will bring. You can say this is what to expect of unreal engine gameworks VR games.
Yes, this is all pertaining to VR. Brent is still doing desktop GPU.I said I was curious about the claim of UE4 being that important (in general). I said after that you must be talking about VR specifically. If its whats being used in these current VR games, sure. Most of them are pretty light looking. eg. this game is a shooting gallery. I guess "duck hunt" in VR is one of the things we can expect for now.
Nice review, very interesting.
Also interesting is that the 10xx series of cards are not using Simultaneous Multi Projection yet.
The 1070 should have nailed the 980ti but is a tiny bit slower!
SMP was touted as a huge feature of pascal.
Are you aware of why this isnt in use yet?
I'm playing around with Raw Data and the Steam VR performance graph which shows when reprojection is on while in game and I cannot turn the settings low enough in the game to get reprojection off. I have a 1060 GTX AIB card clocked at 2050/4500(which is pretty good), I register a 10,080 in the Steam VR performance test which is about ~6% slower than a stock 1070. I'm now wondering if my CPU is somehow causing an issue. How long should my CPU be taking to render these frames on the perf graph? I'm using an older 3570K i5 but I'm not really boosting it up.
All good to hear brother. This is all new to me too. Just trying to break it down to be simplistic rather than needing a Comp Sci degree to understand it. I am sure our format will evolve.Sorry for late reply. Their graphs seem more rudimentary. Yours give a wider picture of what's happening. On the other hand, I am not used to interpret frametime graph effortlessly, the way I can interpret a framerate graph. That's not a criticism, just observation.
Reading through this thread there are a couple of things that stick out to me.I get what your saying about raw data. It is too early to test though. Really, come on... If someone is buying a $700+ card, they are buying to keep it for a while. An investment. It is a little early to be pushing what is best for VR at this moment.
Yep, I bought 980Ti on release for roughly $800 dollars only to sell it one year later for $470 and buy 1080 for $900. Great "investment"Secondly, people who spend $700 on a GPU aren't (usually) buying them as an investment. The people buying halo cards are those with disposable income and probably upgrade every cycle.
Yep, I bought 980Ti on release for roughly $800 dollars only to sell it one year later for $470 and buy 1080 for $900. Great "investment"
(these are Polish prices which include 23% VAT and do not account for exchange rate fluctuations)
EDIT: way to increase performance in Raw Data:
There is one more I have seen but it is even more narrow.Is that internet first VR game test with actual benchmarks? I don't remember anything else with actual proper testing.
Not just VR - PREMIUM VR, that was their spiel. 480 offers premium VR experience.VR for the masses lol.
There used to be a Premium cat meat that was pretty poor.
Because of that I grew up thinking premium meant crap.
Maybe I wasnt the only one
Here is the only other one I could find that was actually looking at performance, but I think they were measuring using fraps on what was on the desktop monitor...which has nothing to do with what is going on in the VR headset. I could be wrong though. NVIDIA GTX 1080 Performance Review: Head to Head Against the 980 Ti - Page 3 of 3 - Road to VRIs that internet first VR game test with actual benchmarks? I don't remember anything else with actual proper testing.
I like how 1 sample of an early access game using an in-development engine is enough for you to make up such a conclusionAfter all the blather about how "next generation" superiority favored AMD, once again turns out to be hot air.
with the RX 480 I did notice some texture flickering that was not present on the GTX 1060, oops.
That comment was from StarSeed and not Raw Data which uses UE4 which may reflect other VR games using UE4 as well. Something AMD I think needs to address better if still having the low performance issues.umm...
Because this thread is about Raw Data. Kyle was just confusedyou didn't mention what game you were talking about and the last thing mentioned was starseed. so...
anyways, kyle said he'll retest so we'll find out when he's done.