Performance issue I've had forever. Desktop & VR (LOW CPU AND GPU UTILISATION)

It’s quite the struggle to enjoy VR at 40fps as many people know, so I ended up checking my computers stats on RTSS.

On desktop mode:
In an empty world I get about 150-200fps with 30% utilisation on the GPU and 5-10% on CPU, (no cores maxed out) (no thermal throttling).

Any level with more than 6-10 avatars on my screen stomps the fps down to 40 or lower. The GPU utilisation also lowers to 3-8%. CPU stays about the same.

Things I can rule out:
Thermal throttling, GPU can operate at 100% up to 84C and vrchat is not bringing it over 60C. CPU also doesn’t go over 50C.
VRAM bottleneck, the frame buffer rarely goes much over 6GB out the 12 available. RAM bottleneck, while admittedly slow, its 32GB at 2134MT/s.


image

Specs:
CPU: Ryzen Threadripper 1950X OC’d close to 4GHz
RAM: 32GB 2134MT/s
MB: MSI X399 AC Carbon Pro Gaming
GPU: 2 x Titan X (Pascal) - running in single GPU mode.
Windows 10 and game is running on a competent SSD.

I would love some suggestions please, VR and desktop mode get similar FPS, even though my desktop monitor is 1080p and the Headset is 1832×1920 per eye.

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sadly there is nothing to do. your running a low end cpu. with very low single core performance. and even multi threading.
The best you litterly can do is update the cpu to something on the newer side from Ryzen 5000 series or higher. best choice is the X3D versions of ryzen.
Vrchat is extreamly taxing on the cpu and thats also why your having issues sadly.

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yeah but i got the same performance on the 5800x

that isn’t possible. considering the 5800x is not just newer but also alot faster in every possible way. that said your gpu is also on the older side. and is likely dragging down the Cpu atm.

I learned from some tech friends, long story short it just turns out that the nature of the game makes it very difficult to optimise, causing low system usage when avatars start rendering. This alongside the dev’s focusing on making the game better for ARM devices like the quest.

i have to correct that statement your friends gave you. Because it’s incorrect.

Avatars do not get loaded into memory if you do not show them.
It wont cause any performance degradation.

Avatars are very easy to optimize. it’s just some people refuse to do it and complains about the performance.

To optimize avatars you need to reduce the amount of Unigue Materials. and overall not have a metric ton of physbones. plus stay within a reasonable amount of polygons typically the 70k limit is there for a reason.

for an ideal well performing avatar you shouldn’t exceed 4 materials. 70k polygons and roughly 150 bones where 30-40 of them are physbones
and finally keep the Vram amount for an avatar to max 100 mb.

Worlds are very easy to optimize as well.
do not use dynamic lights what so ever.
again keep unigue materials to low
polygons to.
Worlds should not exceed 1 Gb of vram usage

Optimizing the platform for Arm devices has no impact on non Arm devices.