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[TweakTown] AMD has their own recommended CPUs for VR, because Oculus hates AMD - Page 2

post #11 of 467
Quote:
Originally Posted by Master__Shake View Post

\

his comment was the 4690 was 50 percent faster than a 9590.

It is in some benchmarks and games. Depends on the engine, API, how well threaded it is etc. I had to adress making yourself GPU bound at ~60fps average in a benchmark on the subject of VR, because 60 avg, some gameplay at 45-50fps isn't acceptable when you should be targetting ~90-100 min.
Edited by Cyro999 - 2/15/16 at 7:29pm
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post #12 of 467
Quote:
Originally Posted by Cyro999 View Post

It is in some benchmarks and games. Depends on the engine, API, how well threaded it is etc.

occulus rift is all about gaming.

cinebench doesn't matter here.
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post #13 of 467
Quote:
Originally Posted by Master__Shake View Post

occulus rift is all about gaming.

cinebench doesn't matter here.

I'm not talking about Cinebench. It's true in practically all games that don't take much advantage of many threads, but struggle to get to ~90fps because of the CPU. Total war (whole series), WoW, Starcraft/HOTS to name four off the top of my head.

For the games that do gain a lot of performance from extra threads, the difference is usually less. Like i said above a range of ~25-80% performance advantage for a skylake quad core depending on the game, engine and API is normal.
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post #14 of 467
Quote:
Originally Posted by Cyro999 View Post

I'm not talking about Cinebench. It's true in practically all games that don't take much advantage of many threads, but struggle to get to ~90fps because of the CPU. Total war (whole series), WoW, Starcraft/HOTS to name four off the top of my head.

the simplest solution is to add another gpu.

or lower details.
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post #15 of 467
Quote:
Originally Posted by Master__Shake View Post

the simplest solution is to add another gpu.

or lower details.

No, neither change performance when you're CPU bound. That's why it's a huge critical problem, you can't fix it and the only solutions available are to buy a new CPU or wait for the developer to make the game less CPU heavy and/or more efficient.
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post #16 of 467
I wonder how much Intel has paid Oculus to do this crap.

As for the Intel v AMD in performance; AMD has shown to be well within about 10% of Intel offerings, without any dispute. That isn't enough to break VR.

Then again, my brother has had a DK2(3?) running on his rig with an FX-6300 just fine for some time now.
    
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post #17 of 467
Quote:
Originally Posted by Cyro999 View Post

No, neither change performance when you're CPU bound. That's why it's a huge critical problem, you can't fix it and the only solutions available are to buy a new CPU or wait for the developer to make the game less CPU heavy and/or more efficient.

i don't believe you can be cpu bound at 2560x1440.

mostly gpu bound around those levels.

cpu bound is something like 1200x800.
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post #18 of 467
Quote:
Originally Posted by Cyro999 View Post

Having a stronger GPU or turning down settings allows you to get higher FPS.. IF the CPU can handle it for that game/engine. Having a better graphics card does not reduce the CPU workload.

We're at the point where Skylake quad cores are almost always about 25-80% faster depending on the API and if the engine is amazingly or poorly threaded, so it's very plausible that some of the CPU-heavier games would struggle to keep FPS at the same level. It's not a standalone CPU benchmark that says that, it's practically every game that's CPU limited (either some or all of the time.)

It's also very plausible that there could be a bunch of VR games that don't use much CPU - so a Skylake CPU getting 500fps and an FX CPU getting 300fps wouldn't matter to the user if they're both capable of a 5ms maximum frametime (no frame slower than 200fps).

Just don't neccesarily expect -ALL- games running that well (90++fps min) on any CPU. They already don't, they never have - it's not news.

I'm sure Oculus will be happy to add Zen to the recommended CPU list when it's released, because its performance in many of these games will be leagues ahead of Piledriver (in dx11 -and- dx12) even if it falls short of hopes.
I doubt the validity of this stereotype.
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post #19 of 467
Quote:
Originally Posted by Master__Shake View Post

the simplest solution is to add another gpu.

or lower details.
Normal SLI/Crossfire isn't a good option in rift due to latency, you have to do some implementation of SFR, which makes things more complicated and reduces scaling. Better option is a faster single GPU.
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post #20 of 467
Quote:
I doubt the validity of this stereotype.

For those exact percentages, i was talking unlocked CPU (like a 6600k) against unlocked 8-threaded piledriver. The OC hack for locked intel CPU's messes with performance in some ways. That test also looks to be at least partially GPU bound? You can make Witcher 3 run way worse on those CPU's.
Quote:
Normal SLI/Crossfire isn't a good option in rift due to latency, you have to do some implementation of SFR, which makes things more complicated and reduces scaling. Better option is a faster single GPU.

I remember hearing stuff about rendering 1 eye per GPU with such headsets. That might work well, but it doesn't adress the problem of your FPS being stuck 1.5x lower than you want it because of a CPU not being able to run the game at that FPS.
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