#Co-Op Host suffers from major fps loss
19 messages · Page 1 of 1 (latest)
The game also seems to drop my CPU and GPU usage the second a player joins, from a strong 80% GPU usage to barely 30% the second a player joins.
I tried running the game in 120hz and 90hz aswell, as I know that it was a known issue
@quiet laurelThe game runs natively below 90 hz if i recall, and support for 120hz is yet to be added. It might have something to do with you trying to push frames but cant, also the lag may account for 2 computers in the same world, I am not sure how they've optimized the rendering so far
It may be that the game is becoming way more power intensive for the host to support networking.
I have a question
Are you on windows or Linux?
Because it's a very weird behavior
Windows
Does it happen immediately when client connects?
Yes, the second the client loads in it noticeably drops
I’ve tested various graphic and resolution settings, a new install, and made sure that the FPS drop also shows on my desktop and not just my headset. The FPS counter for NVIDIA is always at vsync limit on low settings, but as stated co-op player joining in any map drastically drops headset FPS. I can capture a clip next time I play
It happens when the other client’s model loads in, not as the player “clicks” join or while loading in.
I considered it was maybe items, like how ITR1 chugs if you have a backpack full of items and you wanna go for a jog, but even with a minimal setup with no clutter it lags.
What is your VR headset and how do you connect it to PC?
Quest 2 Airlink, though please note that the desktop FPS drops and as far as I’m aware game FPS is not tied to connectivity issues within airlink.
Well, one thing you can try - go to Oculus/Support/oculus/diagnostics and open "OculusDebugTool"
And disable Asynchronous Spacewarp