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@Straatford87 Please can somebody weigh in as to whether this is officially being considered, fixed or if there are no plans to provide support to HMD's with cantered displays. Thankyou.
- 5 years ago
Hi All,
I did some tests today, think I've found the issue here. The first picture has made from my ULMB monitor, while I was turning with the character on 60hz - 60fps. Because I've only seen something like that in VR with reprojection turned on, I had an idea, that the game does some kind reprojection by default. So I made further test, where I tested CPU and GPU load on 30 and 60 fps (this is the second picture). As you can see the CPU usage didn't changed. If you limit the fps to 15 the CPU usage will proportionately go lower.
So I'm pretty sure they limited the update frequency of the movements/physics to 30 in order to save CPU usage, otherwise a NASA-level CPU would be required to run the game, and they did that reprojection trick to make the game looks smoother.
If I'm right the only question is whether they can optimize the game so much that the CPU load is reduced by half (perhaps a third for 90 fps on my 2700x). I wish them good luck!
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