

***I also set Vtol VR, vrmonitor and vrcompositor to high priority processes, from normal***

This would one improved the latency for Vtol VR and the Steam VR compositor by stopping the threads from constantly jump from one CCD to another and second stop the threads from fighting to monopolise cores (increasing latency again) Vtol VR would be contained within CCD 1 and all Steam VR processes would be contained within CCD 2. ***(I put all steam processes but it is not necessary)*** In this case I would choose SteamVR and other steam related processes to work in CCD2 and Vtol VR in CCD1, making this a strict rule and forcing it (No windows, today you do exactly what I tell you)Ĭ12 - vrmonitor, vrcompositor, vrdashboard, vrwebhelperĬ13 - vrmonitor, vrcompositor, vrdashboard, vrwebhelperĬ14 - vrmonitor, vrcompositor, vrdashboard, vrwebhelperĬ15 - vrmonitor, vrcompositor, vrdashboard, vrwebhelperĬ16 - vrmonitor, vrcompositor, vrdashboard, vrwebhelperĬ17 - vrmonitor, vrcompositor, vrdashboard, vrwebhelperĬ18 - vrmonitor, vrcompositor, vrdashboard, vrwebhelperĬ19 - vrmonitor, vrcompositor, vrdashboard, vrwebhelperĬ20 - vrmonitor, vrcompositor, vrdashboard, vrwebhelperĬ21 - vrmonitor, vrcompositor, vrdashboard, vrwebhelperĬ22 - vrmonitor, vrcompositor, vrdashboard, vrwebhelperĬ23 - vrmonitor, vrcompositor, vrdashboard, vrwebhelper
#Process lasso fsx windows#
Most of the time, it would be much more logical and efficient to keep that process within one CCD if possible, specially when latency is crucial! But the windows scheduler dont know any better so we are here to help! If one process would use 2 logical cores from CCD 1 and 2 logical cores from CCD 2, there would be time spent for the information to travel from CCD 1 to CCD 2 and so on. In the case of the 3900X, there are two CCDs, each one contains 6 cores with 2 logical threads each, giving a total of 24 logical cores.ĬCDs are separated from each other and connected by the infinity fabric (intel calls this technology "glue")

Some Ryzen CPUs have more than one CCD (chiplet design). Furthermore, AMD unique architecture is also to be considered for Ryzen users.Īllow me to explain something. The main objective here is to separate the SteamVR processes (mainly "vrmonitor" and "vrcompositor") from the game threads. *** I believe physics are still not threaded*** This issue is caused "mainly" by the Unity Engine multithreading ♥♥♥♥ show, and "lack" of Vtol VR final optimization (Comprehensible, still in development). Those SteamVR threads sort of "fight" with Vtol VR to monopolise the CPU cores time and causes a mess that spikes the latency resulting in bad VR performance (retroprojection, smoothing etc). The problem is that SteamVR has many components that work in the background to make the VR magic happen. I had ran numerous test to analyse the performance data, comparing both cases, before and after, and the results are positive, this method works perfectly. I have fixed the performance during heavy missions on my Ryzen 3900X (this would work with Intel too). I really like this game, but with the performance issues, it is getting almost unbearable to play this game. Note that things get bad when I play a mission with many AI players. What Nvidia settings are you using to get this game to run smoothly. So, am I am missing something? I am using the latest beta version because I experienced the same problems with the stable version. Note that I can play Half-Life: Alyx with every setting turned up to high and I experience no stutter or jerkiness when moving. I have not touched the NVidia control panel yet.Īccording to the Steam VR performance test, my computer system is well above the specifications to play VR games. The problem with this configuration is that the screens is not as sharp as when I play the game at 90 Hz and bump up the resolution to 120% on the steam resolution property.

I have motion smoothing and super sampling turned off. I cannot get this game to running acceptably unless I run the game at 80Hz and turn the screen resolution down to 100% for both the application and steam VR. The CPU does turbo-boost at 4.3 while playing the game. I have the game's executable in the turbo-boost list. I set the mirror screen to 640 * 480 windowed mode, and then I minimize it to not use waste any CPU time rendering to the computer monitor. I am running the game through Steam VR with a valve Index. I have an I9-7900X running at a base speed of 3.31 GHz, with 64 GB memory running at 2934 MHz, a 2TB M2 SSD, and an overclocked 2080 it with 11 GB of memory.
