Performance regression using Oculus pre-release version along with Immersive Engineering
SmokePuddingEveryday opened this issue ยท 6 comments
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)
-
Load Oculus and Rubidium and any other mods EXCEPT Immersive Engineering
Join a Superflat world
Enable shaders and observe a stable and smooth framerate -
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
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
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.
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.
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?
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)