<?xml version="1.0" encoding="UTF-8"?>
<rss xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns:taxo="http://purl.org/rss/1.0/modules/taxonomy/" version="2.0">
  <channel>
    <title>topic I found my problem, but still in Intel® Graphics Performance Analyzers (Intel® GPA)</title>
    <link>https://community.intel.com/t5/Intel-Graphics-Performance/Does-quot-FPS-Limit-quot-Still-works-for-Win10-for-DX11-VR/m-p/1108935#M1524</link>
    <description>&lt;P&gt;I found my problem, but still have lag in HTC VIVE theBLU app;&lt;/P&gt;

&lt;P&gt;I should disconnect remote GPA system analyzer client if I want to&amp;nbsp;enable "&amp;nbsp;FPS limit" feature locally on target machine;&lt;/P&gt;

&lt;P&gt;another method is using remote GPA system analyzer client "FPS limit" options&amp;nbsp;on left list to active it;&lt;/P&gt;

&lt;P&gt;Problem is,&amp;nbsp; While HUD Options I have set is60fps while to VIVE support 90fps.&lt;/P&gt;

&lt;P&gt;after enabled "&amp;nbsp;FPS limit", I found the FPS become 45-75-45-75-45-... average is 60fps, this bring too much lag,&lt;/P&gt;

&lt;P&gt;anybody have solution to make FPS smoother?&amp;nbsp;&lt;/P&gt;

&lt;P&gt;As reference, with the same tools,&amp;nbsp;but change to Application Lucky' Tale on&amp;nbsp;Oculus Rift CV1 Hardware, the FPS is 59-60-60-59-60...quite smooth.&lt;/P&gt;

&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
    <pubDate>Mon, 27 Jun 2016 04:14:00 GMT</pubDate>
    <dc:creator>Azlun_X_</dc:creator>
    <dc:date>2016-06-27T04:14:00Z</dc:date>
    <item>
      <title>Does "FPS Limit" Still works for Win10 for DX11 VR applications?</title>
      <link>https://community.intel.com/t5/Intel-Graphics-Performance/Does-quot-FPS-Limit-quot-Still-works-for-Win10-for-DX11-VR/m-p/1108933#M1522</link>
      <description>&lt;P&gt;I want to use GPA Ctrl+Alt+G hot key to controll the GPU rendering rate and output rate to HUD, HTC VIVE,&lt;/P&gt;

&lt;P&gt;can I? ref:&lt;/P&gt;

&lt;P&gt;Target:&lt;/P&gt;

&lt;P&gt;Windows 10 build 10586, 64-bit DEP enabled&lt;BR /&gt;
	Num Processors: 8&lt;BR /&gt;
	Memory: 16319MB&lt;BR /&gt;
	System BIOS: AMI A0.07 (10/26/2015)&lt;BR /&gt;
	Driver 0:&lt;BR /&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp;Device: NVIDIA GeForce GTX 980 Ti&lt;BR /&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp;Provider: NVIDIA&lt;BR /&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp;Date: 6-2-2016&lt;BR /&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp;Version: 10.18.13.6839&lt;BR /&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp;VendorId: 10de&lt;BR /&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp;ProductId: 17c8&lt;BR /&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp;Stepping: a1&lt;BR /&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp;No support for GPA Instrumentation&lt;BR /&gt;
	Install directory: C:\Program Files\IntelSWTools\GPA_16.1\&lt;BR /&gt;
	Version: 16.1.282401&lt;BR /&gt;
	Current user is in Administrators group: YES&lt;BR /&gt;
	Current Graphics Performance Analyzers 2016 R1 (16.1.282401)&lt;BR /&gt;
	Secure Boot/Trusted Boot is Disabled&lt;BR /&gt;
	"Auto-detect launched applications" is On&lt;/P&gt;</description>
      <pubDate>Sat, 25 Jun 2016 12:33:49 GMT</pubDate>
      <guid>https://community.intel.com/t5/Intel-Graphics-Performance/Does-quot-FPS-Limit-quot-Still-works-for-Win10-for-DX11-VR/m-p/1108933#M1522</guid>
      <dc:creator>Azlun_X_</dc:creator>
      <dc:date>2016-06-25T12:33:49Z</dc:date>
    </item>
    <item>
      <title>My GPU driver is latest, Does</title>
      <link>https://community.intel.com/t5/Intel-Graphics-Performance/Does-quot-FPS-Limit-quot-Still-works-for-Win10-for-DX11-VR/m-p/1108934#M1523</link>
      <description>&lt;P&gt;My GPU driver is latest, Does "&lt;SPAN style="font-size: 12px; line-height: 18px;"&gt;&amp;nbsp; &amp;nbsp;No support for GPA Instrumentation&lt;/SPAN&gt;" blocking me?&lt;/P&gt;

&lt;P&gt;Can I have a way to make "&lt;SPAN style="font-size: 12px; line-height: 18px;"&gt;Support for GPA Instrumentation&lt;/SPAN&gt;" &amp;nbsp;for NVDIA GPUs?&lt;/P&gt;</description>
      <pubDate>Sat, 25 Jun 2016 12:37:22 GMT</pubDate>
      <guid>https://community.intel.com/t5/Intel-Graphics-Performance/Does-quot-FPS-Limit-quot-Still-works-for-Win10-for-DX11-VR/m-p/1108934#M1523</guid>
      <dc:creator>Azlun_X_</dc:creator>
      <dc:date>2016-06-25T12:37:22Z</dc:date>
    </item>
    <item>
      <title>I found my problem, but still</title>
      <link>https://community.intel.com/t5/Intel-Graphics-Performance/Does-quot-FPS-Limit-quot-Still-works-for-Win10-for-DX11-VR/m-p/1108935#M1524</link>
      <description>&lt;P&gt;I found my problem, but still have lag in HTC VIVE theBLU app;&lt;/P&gt;

&lt;P&gt;I should disconnect remote GPA system analyzer client if I want to&amp;nbsp;enable "&amp;nbsp;FPS limit" feature locally on target machine;&lt;/P&gt;

&lt;P&gt;another method is using remote GPA system analyzer client "FPS limit" options&amp;nbsp;on left list to active it;&lt;/P&gt;

&lt;P&gt;Problem is,&amp;nbsp; While HUD Options I have set is60fps while to VIVE support 90fps.&lt;/P&gt;

&lt;P&gt;after enabled "&amp;nbsp;FPS limit", I found the FPS become 45-75-45-75-45-... average is 60fps, this bring too much lag,&lt;/P&gt;

&lt;P&gt;anybody have solution to make FPS smoother?&amp;nbsp;&lt;/P&gt;

&lt;P&gt;As reference, with the same tools,&amp;nbsp;but change to Application Lucky' Tale on&amp;nbsp;Oculus Rift CV1 Hardware, the FPS is 59-60-60-59-60...quite smooth.&lt;/P&gt;

&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Mon, 27 Jun 2016 04:14:00 GMT</pubDate>
      <guid>https://community.intel.com/t5/Intel-Graphics-Performance/Does-quot-FPS-Limit-quot-Still-works-for-Win10-for-DX11-VR/m-p/1108935#M1524</guid>
      <dc:creator>Azlun_X_</dc:creator>
      <dc:date>2016-06-27T04:14:00Z</dc:date>
    </item>
    <item>
      <title>Hi Azlun, </title>
      <link>https://community.intel.com/t5/Intel-Graphics-Performance/Does-quot-FPS-Limit-quot-Still-works-for-Win10-for-DX11-VR/m-p/1108936#M1525</link>
      <description>&lt;P&gt;Hi Azlun,&amp;nbsp;&lt;/P&gt;

&lt;P&gt;Sorry that you are running into these issues.&amp;nbsp;&lt;/P&gt;

&lt;P&gt;Do you see the FPS instability only when GPA is attached?&amp;nbsp;&lt;/P&gt;

&lt;P&gt;Also, we just started to partially support VR, but often when you see frame rate instability like that it's usually some type of VSync problem. Since the Vive expects 90 fps and not lower and you are only sending 60 at best, the timing is off for VSync to pick up a new frame buffer. &amp;nbsp;But this is just a guess. &amp;nbsp;&lt;/P&gt;

&lt;P&gt;Also, as for NVidia GPUs, you should still be able to analyze but you will have far fewer metrics as we don't have access to the NVidia driver. &amp;nbsp;You still should be able to do FPS limit though because we do querry the frame limit. &amp;nbsp;&lt;/P&gt;

&lt;P&gt;Best,&lt;/P&gt;

&lt;P&gt;Seth&lt;/P&gt;</description>
      <pubDate>Mon, 27 Jun 2016 16:56:04 GMT</pubDate>
      <guid>https://community.intel.com/t5/Intel-Graphics-Performance/Does-quot-FPS-Limit-quot-Still-works-for-Win10-for-DX11-VR/m-p/1108936#M1525</guid>
      <dc:creator>Seth_S_Intel</dc:creator>
      <dc:date>2016-06-27T16:56:04Z</dc:date>
    </item>
    <item>
      <title>Thank you very much for your</title>
      <link>https://community.intel.com/t5/Intel-Graphics-Performance/Does-quot-FPS-Limit-quot-Still-works-for-Win10-for-DX11-VR/m-p/1108937#M1526</link>
      <description>&lt;P&gt;Thank you very much for your feedback, You are right, FPS 45-75 leg issue only happen while GPA is attached to VIVE apps, but it is NOT happen while I use GPA on Oculus Rift, so I think there also something relative to VIVE framework- SteamVR,&lt;/P&gt;

&lt;P&gt;I just raised a support case to Steam&amp;nbsp;with system log to see do they awake about GPA issue. hope both Intel and Steam note this and investing it for futher better usage for GPA.&lt;/P&gt;</description>
      <pubDate>Tue, 28 Jun 2016 01:22:28 GMT</pubDate>
      <guid>https://community.intel.com/t5/Intel-Graphics-Performance/Does-quot-FPS-Limit-quot-Still-works-for-Win10-for-DX11-VR/m-p/1108937#M1526</guid>
      <dc:creator>Azlun_X_</dc:creator>
      <dc:date>2016-06-28T01:22:28Z</dc:date>
    </item>
    <item>
      <title>How can I understand below</title>
      <link>https://community.intel.com/t5/Intel-Graphics-Performance/Does-quot-FPS-Limit-quot-Still-works-for-Win10-for-DX11-VR/m-p/1108938#M1527</link>
      <description>&lt;P&gt;How can I understand below image status? the headset mirror from Steam VR is always 45fps no matter it is 90fps or 45fps at host.I am doubt that 45fps is bug since I feel very smooth on the headset while app window display 90fps&lt;/P&gt;

&lt;P&gt;&amp;nbsp;&lt;/P&gt;

&lt;P&gt;&amp;nbsp;&lt;/P&gt;

&lt;P&gt;&lt;A href="http://imgur.com/a/AsBQw"&gt;&lt;IMG alt="45fps in headset mirror and 90fps at PC window" src="http://imgur.com/GP21MhT" /&gt;&lt;/A&gt;&lt;/P&gt;</description>
      <pubDate>Thu, 30 Jun 2016 11:25:58 GMT</pubDate>
      <guid>https://community.intel.com/t5/Intel-Graphics-Performance/Does-quot-FPS-Limit-quot-Still-works-for-Win10-for-DX11-VR/m-p/1108938#M1527</guid>
      <dc:creator>Azlun_X_</dc:creator>
      <dc:date>2016-06-30T11:25:58Z</dc:date>
    </item>
    <item>
      <title>Hmm, very interesting.  When</title>
      <link>https://community.intel.com/t5/Intel-Graphics-Performance/Does-quot-FPS-Limit-quot-Still-works-for-Win10-for-DX11-VR/m-p/1108939#M1528</link>
      <description>&lt;P&gt;Hmm, very interesting. &amp;nbsp;When it says 45fps on the target, does it feel laggy?&lt;/P&gt;

&lt;P&gt;I'm wondering if it might be a bug with how we are reporting the FPS on the host. &amp;nbsp;&lt;/P&gt;

&lt;P&gt;Best,&lt;/P&gt;

&lt;P&gt;Seth&lt;/P&gt;</description>
      <pubDate>Fri, 01 Jul 2016 01:28:07 GMT</pubDate>
      <guid>https://community.intel.com/t5/Intel-Graphics-Performance/Does-quot-FPS-Limit-quot-Still-works-for-Win10-for-DX11-VR/m-p/1108939#M1528</guid>
      <dc:creator>Seth_S_Intel</dc:creator>
      <dc:date>2016-07-01T01:28:07Z</dc:date>
    </item>
    <item>
      <title>There are two cases beside</title>
      <link>https://community.intel.com/t5/Intel-Graphics-Performance/Does-quot-FPS-Limit-quot-Still-works-for-Win10-for-DX11-VR/m-p/1108940#M1529</link>
      <description>&lt;P&gt;There are&amp;nbsp;two cases beside the 45-75fps saturation,&amp;nbsp;in my two screenshots shared.&lt;/P&gt;

&lt;P&gt;1st screenshots is I use the SteamVR default renderTargetMultiplier :1.0&amp;nbsp;configuration, the&amp;nbsp;App Window is 90fps, but&amp;nbsp;Headset Mirror is 45fps,I do&amp;nbsp;NOT see&amp;nbsp;any lag, it is smooth, since this&amp;nbsp;is the default user experience. that confusing me why GPA display 45fps on it.&lt;/P&gt;

&lt;P&gt;2nd&amp;nbsp;screenshots is I use the SteamVR SuperSampling renderTargetMultiplier :2.0&amp;nbsp;configuration, the&amp;nbsp;App Window is 45fps, and Headset Mirror is 45fps,I feel&amp;nbsp;Tiny&amp;nbsp;lag while focus on a object nearby and moving head fast. I think that is the side-effect of supersampling I can understand.&lt;/P&gt;

&lt;P&gt;I want trying to&amp;nbsp;find some&amp;nbsp;other&amp;nbsp;tools&amp;nbsp;such as NVDIA GFE-ShadowPlay to label&amp;nbsp;FPS on headset Mirror screen, but fail. If you know some&amp;nbsp;tools or logging method can do it, please let me know.&lt;/P&gt;</description>
      <pubDate>Fri, 01 Jul 2016 02:00:32 GMT</pubDate>
      <guid>https://community.intel.com/t5/Intel-Graphics-Performance/Does-quot-FPS-Limit-quot-Still-works-for-Win10-for-DX11-VR/m-p/1108940#M1529</guid>
      <dc:creator>Azlun_X_</dc:creator>
      <dc:date>2016-07-01T02:00:32Z</dc:date>
    </item>
    <item>
      <title>Hi Azlun,</title>
      <link>https://community.intel.com/t5/Intel-Graphics-Performance/Does-quot-FPS-Limit-quot-Still-works-for-Win10-for-DX11-VR/m-p/1108941#M1530</link>
      <description>&lt;P&gt;Hi Azlun,&lt;/P&gt;

&lt;P&gt;GPA calculates FPS based on number of Present calls over second. So I'm pretty sure that HTC Vive mirror image is actually 45 FPS while the game is actually 90 FPS. At least if you rely on Present calls as a marker of frame end.&lt;/P&gt;

&lt;P&gt;Why it's so is an open question for which I don't have a clear answer. My assumption is that HTC vive have some SW or HW backdoor method to retrieve frame buffer from the actual HW and does that with some fixed frequency (aka 45FPS).&lt;/P&gt;

&lt;P&gt;Would be interesting to increase super sampling option further more and look how mirror FPS change in that case. Wouldn't be surprised to still see 45 FPS.&lt;/P&gt;</description>
      <pubDate>Mon, 04 Jul 2016 10:28:28 GMT</pubDate>
      <guid>https://community.intel.com/t5/Intel-Graphics-Performance/Does-quot-FPS-Limit-quot-Still-works-for-Win10-for-DX11-VR/m-p/1108941#M1530</guid>
      <dc:creator>STANISLAV_V_Intel</dc:creator>
      <dc:date>2016-07-04T10:28:28Z</dc:date>
    </item>
  </channel>
</rss>

