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Massive Performance Drop in VR with Controllers enabled

5 REPLIES 5
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Message 1 of 6
Anonymous
475 Views, 5 Replies

Massive Performance Drop in VR with Controllers enabled

We are expieriencing massive performance drops in VR when enabling the Controllers/Vr Hands.

The effect ist most prominent in scenes with many lightsources.

This happens in 2018.4/5 and 2019.2. and on any of our hardwareconfigurations:

E.g. Dual Xeon with Titan X or

Intel Core I7 with Dual 1080Ti an Nvlink etc..

Win 10 with latest card drivers and steam installed on all machines.

 

The Framerates drop from E.g. 45fps (without controllers) to 11fps (with controllers)

 

How else does expierence this kind of behaviour?

Any fixes?

5 REPLIES 5
Message 2 of 6
michael_nikelsky
in reply to: Anonymous

If you have many lightsources you have probably shadow mapping turned on and for each lightsource a shadow map has to be rendered when something changes. Since the controllers are constantly moving you have changes every frame and therefore the shadowmaps need to be rendered for every frame. So this sounds like an absolutely normal behaviour. The only way to improve this is to remove the lightsources or at least set the shadow intensities to 0 so the shadow map isn´t updated all the time.

Also pay attention on the type of lightsources you are using. Area lights are very expensive to calculate so it is a good idea to avoid them. Pointlights require to render 6 shadowmaps, so better avoid them as well.

In general for VR you should limit yourself to 1 or 2 lightsources.

 

Kind regards

Michael



Michael Nikelsky
Sr. Principal Engineer
Message 3 of 6
Anonymous
in reply to: michael_nikelsky

Hey Michael

Unfortunatly our Project is about lightvisualisation 😄
But we managed to get a scene with 30 Lights working smoothly at 60fps on this config:

Intel Core I7-6700 @4.00GHz
2x Nivdia 1080 Ti + Nv-Link
32GB RAM
Win 10 Pro

Samsung Odyssey

You need to do:
1. Open the Handmodels @ C:\ProgramData\Autodesk\VREDPro-11.2\Data\Internal\VR
    -> Uncheck "Cast Shadow" in the Xray Material (THIS SHOULD BE DEFAULT!!!!)
2. Set in your scene all lights "Material/Ground Shadow Intensity" to "0" and disable "Cast Shadow on Shadow Material"(except the ones you really need to)
3. Set "Map Resolution" as low as possible.
4. Enable "Local Lighting" an apply lights to as few geometrys as possible.

Will it be possible in the future to make the controllers/hands not affect the scenes lighting at all, respectively to be not affected by the lighting?
For example making a "light link set" for the controllers.
I don't get why they should be affceted anyway?

Message 4 of 6
michael_nikelsky
in reply to: Anonymous

Hi,

 

good that you found a solution that works for you. We won´t change the default shadow casting behavior of the hands since these shadows are pretty fundamental for immersion. We will discuss if we add an option for it to make it easier to disable the shadows.

 

Kind regards

Michael



Michael Nikelsky
Sr. Principal Engineer
Message 5 of 6

Hi Michael,

i experienced the same problem in my scenes, but fortunately for me 1 light is enough.

I often use the light generated automatically from the hdri.

Annotazione 2018-12-12 120818.jpg

In your opinion, for VR, this is ok or it is better to create a light source, like a direction light?

Thanks

Chris

Christian Garimberti
Technical Manager and Visualization Enthusiast
Qs Informatica S.r.l. | Qs Infor S.r.l. | My Website
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EESignature

Message 6 of 6

The light from the HDR is just a normal directional light so it is ok to use it. 

 

Kind regards

Michael



Michael Nikelsky
Sr. Principal Engineer

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