
Pinning to 5+ cores seems to make things worse - the more cores you give after 4, the further it creeps back to 15ms+ territory.If you pin it to just 2 cores, the game itself feels fine, but there are noticeable periods of “freezing” in menus.App timings are the smallest ones when you pin the process to 2.4 different physical cores.I experimented with a few different options for CPU affinity, and: allows the game to render ~ up to 400 FPS. Overall, this workaround drops application timings from 15–17ms to 2.2–2.7ms in my case, i.e. In addition, it makes sense to set the priority of Beat Saber process to High.That’s nearly how it should look in Task Manager: You need to pin Beat Saber process to 4 different physical cores “physical” means you shouldn’t pin it to the virtual/hyperthreaded cores sharing the same physical hardware.Luckily, my very first rain dance (apparently, experience matters even if you do a rain dance!) in an attempt to address this brought exactly what I needed: And somehow Ryzen 3960x consuming 6.13W per core is not enough for it. But how, if that’s a 24-core monster? Moreover, the game runs smoothly on Oculus Quest delivering ~ same 75 FPS there relying on Snapdragon 835 with its ~ 3.5W of total power consumption. And that’s the reason ASW is on: the application is almost always unable to submit the frame data to the compositor in time.But application render timings are huge: 15ms+ most of the time on intense songs, which is way more than ~ 10ms you need on this stage to have 80 FPS.Compositor timings are tiny (sub-1ms), which explains tiny GPU load.And that’s despite both CPU and GPU load is around 8% or so!Įnabling Performance Head-Up Display (you can use Oculus Tray Tool instead of installing Oculus SDK to enable it) revealed that:.exactly what’s expected on Oculus Rift S), but half of these frames are provided by ASW most of the time - i.e. So I ended up digging into this and discovered the following:

I noticed something is really off only when I switched to Ryzen 3960x-based dual GPU machine a few days ago - it was reasonable to expect a completely smooth Beat Saber experience there, but in fact, it was perceptually worse than on Oculus Quest (which is way less powerful). my fair amount of experience with Beat Saber didn’t help much.

Note that FPS drop on Oculus headsets isn’t perceived as strongly as you’d expect due to Asynchronous Spacewrap (AWS), so there is a good chance you don’t know you have the same issue - even if you are absolutely sure you know how FPS drop looks like. I have a few relatively powerful PCs at home (6-core i7 & 24-core Ryzen Threadripper 3960x), and as I conclude now, both of them suffered from FPS drop on intense parts of songs while running Beat Saber.

Sharing the fix, because the problem might be really widespread. Update: this fix doesn’t work on the most recent versions of Beat Saber. Fixing low FPS in Beat Saber running on powerful PCs
