Oculus

Oculus

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Performance regression using Oculus pre-release version along with Immersive Engineering

SmokePuddingEveryday opened this issue ยท 6 comments

commented

Immersive Engineering seems to be causing performance issues on the latest Oculus pre-release version for 1.16.5

Reproduction Steps (tested using Complementary Shaders)

  1. Load Oculus and Rubidium and any other mods EXCEPT Immersive Engineering
    Join a Superflat world
    Enable shaders and observe a stable and smooth framerate

  2. Load Oculus, Rubidium, and Immersive Engineering
    Join a Superflat world
    Enable shaders and observe a huge performance decrease with just Immersive Engineering in the modlist

For reference, here is my current modlist that runs Oculus shaders perfectly until Immersive Engineering: https://pastebin.com/PqqbYCAn

Screenshots

No response

Relevant log output

No response

Minecraft Version

Minecraft 1.16.5

Iris Version

oculus-1.2.3-pre

Sodium Version

rubidium-0.2.6.jar

Operating System

Windows 10

What is your GPU?

NVidia Geforce 1060

Java Version

Java 8

Additional context

No response

commented

Glad that you found the mod with the issue, many ppl just started to post comments saying that they have a performance loss with no more info, i wouldn't doubt that those who are experiencing this problem on 1.18.2 probably have the same mod installed

commented

It may not be solely IE that's causing performance regression. I'm using a modpack without IE and still getting reduced performance (1.18.2). I need to test further.

commented

It may not be solely IE that's causing performance regression. I'm using a modpack without IE and still getting reduced performance (1.18.2). I need to test further.

Good to know. Let us know if you find anything.

commented

Just wanted to add to this thread, this issue is also present in 1.18.2. I tested on Medieval Minecraft v9 with Immersive Engineering 1.18.2-8.0.1-147 and FPS tanks immediately to around or sub 30FPS, without immersive engineering my framerate stays around 110FPS.

Paste.ee log for mods loaded for reference: here

Spark profiling might also be useful - This is with shaders and immersive engineering
And this is without immersive engineering

I'm honestly not sure what the issue is, but it seems as if something is causing oculus to double its execution time - for example, without immersive engineering, rendershadows() takes up 27.98% (beginhand() and beginTranscluscents() take up 0.32% and 1.49% respectively), while with immersive engineering, beginhand() and beginTransluscents() take up 35.16% and 26.26% respectively - might be specifically an issue in IrisRenderSystem.copyTexImage2D()

Should I make a separate issue for this since I tested for a different version?

commented

After testing with different versions, I can also confirm that the problem with a severe performance drop isn't there with Oculus 1.2.2b with Immersive Engineering - however, I do get OpenGL errors spammed which seem to stem from here (can't upload entire log, its over 1MB)

[12:58:19] [Render thread/WARN] [Oculus/]: Using shaderpack: ComplementaryShaders_v4.4.zip
[12:58:19] [Render thread/WARN] [Oculus/]: Creating pipeline for dimension OVERWORLD
[12:58:19] [Render thread/WARN] [Oculus/]: [Triforce Patcher] gl_FragColor is not supported yet, please use gl_FragData! Assuming that the shaderpack author intended to use gl_FragData[0]...
[12:58:21] [Render thread/INFO] [mojang/GlDebug]: OpenGL debug message: id=1282, source=API, type=ERROR, severity=HIGH, message='GL_INVALID_OPERATION error generated. Depth formats do not match.'
[12:58:21] [Render thread/INFO] [mojang/GlDebug]: OpenGL debug message: id=1282, source=API, type=ERROR, severity=HIGH, message='GL_INVALID_OPERATION error generated. Depth formats do not match.'
[12:58:21] [Render thread/INFO] [mojang/GlDebug]: OpenGL debug message: id=1282, source=API, type=ERROR, severity=HIGH, message='GL_INVALID_OPERATION error generated. Depth formats do not match.'
[12:58:21] [Render thread/INFO] [mojang/GlDebug]: OpenGL debug message: id=1282, source=API, type=ERROR, severity=HIGH, message='GL_INVALID_OPERATION error generated. Depth formats do not match.'
[12:58:21] [Render thread/INFO] [mojang/GlDebug]: OpenGL debug message: id=1282, source=API, type=ERROR, severity=HIGH, message='GL_INVALID_OPERATION error generated. Depth formats do not match.'
[12:58:22] [Render thread/INFO] [mojang/GlDebug]: OpenGL debug message: id=1282, source=API, type=ERROR,

Some people say that these are "false flag" errors and aren't actually an issue - shaders seem to be working fine, but can't be sure (also to clarify, this is on an Nvidia GPU)

commented

Shouldn't exist on latest versions