nfortunately, the tools we normally use for testing graphics cards, such as Fraps, PresentMon, and OCAT, are not suitable for collecting performance data in virtual reality through HTC?s Vive or Oculus? Rift; they can measure frames that the game engine generates, but miss all of what happens afterwards in the VR runtime before those frames appear in the HMD. VRMark and VRScore get us part-way there with synthetic measurements, but we're usually more interested in making real-world comparisons.
Enter FCAT VR, which is conceptually similar to the original version, which we wrote about in Challenging FPS: Testing SLI And CrossFire Using Video Capture. This time, however, Nvidia is out to enable enthusiasts with a way to test their hardware in real-world VR apps, compile meaningful information, and present it in a way that doesn't require you to know your way around Perl.
What exactly are we looking for here? Nvidia does a pretty stellar job describing the VR pipeline and where things can go wrong, so we?ll borrow from the company?s explanation:
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