VR performance parked cars at handcrafted airports

ISSUE DESCRIPTION

Handcrafted airports with a high number of parked cars suffer from very low fps in VR especially when Foveated Rendering enabled.

Good examples of airports showing this issue are EDDS (WU6), EGGP (WU3), LICJ (WU9) or the new KJAC (WU22).

If I remove most parked cars at those airports using exclusion-rectangles or by replacing them with CarParking objects, the performance returns to normal.

For example, on a high-end system, at EDDS I only get around 20 FPS with those poorly optimized parked cars (screenshot 1), and >= 45 FPS when replaced with CarParking objects (screenshot 2)!

It wouldn’t be a bad idea to optimize or simplify those car models (Microsoft_Vehicles_* / microsoft-modellib-assets) or don’t use them to fill (large) parking lots. This could probably fix 90% of the VR performance issues at airports. Some car models contain more than 60000 faces! At some handcrafted airports, you see more than 1000 parked!

Besides VR, other platforms are probably suffering from this problem as well

FREQUENCY OF ISSUE

At handcrafted airports with many parked cars, using detailed car models (Microsoft_Vehicles_* / microsoft-modellib-assets).

REPRODUCTION STEPS

  1. Enable Foveated Rendering
  2. Go to EDDS (Gate 9)
  3. Enable VR and use the developer camera to look around
  4. Monitor FPS while looking in the direction of parked cars.

YOUR SETTINGS

9950X3D2, RTX 5090, 64 GB Ram

MEDIA