Posts by Clemens Musterle

    Hi Martin,


    sorry to hear that you're experiencing a performance drop. Unfortunately your graphics card is indeed not really suited for taxing realtime graphics applications, but more of a regular office computer's card. If you're looking for better performance in Enscape I'd very much recommend to go for a gaming graphics card. For instance the Nvidia GTX1060 will already improve performance by several times in comparison to your current graphics card for a moderate amount. There are of course also pricier options that will offer even better rendering performance.


    To be able to navigate more smoothly with your current setup I'd recommend to set Enscape's to Rendering Quality at least to "Medium" or "Low" in the Settings window. Reducing the size of the Enscape window will also relieve your graphics card.

    Thanks a lot for brining that to our attention Scott!


    I've had a look at the feedback you've provided and I strongly suspect that it's related to the very latest Nvidia driver release (384.76), which was released just today. We'll look into this asap, but unfortunately we can't test drivers in our QA process that are not yet released. I'd suggest to try to downgrade to a 382 driver version and check if the issue persists.

    There's really not that much difference in that regard - tracking and interpolation/reprojection (required for lower framerates) is about the same quality on both devices. One difference is the field of view that is slightly larger on the Vive. So on the Oculus you'll get more of that "diving goggles" effect - however at the same time the display quality is sligthly better.


    I personally would depend my decision on whether you really want to explore your designs using so called roomscale VR. If that is relevant, I'd go for the Vive, as the tracking setup is much easier (wireless trackers, except for power supply) and you can track larger areas.


    Hope that helps :)

    You might want to have a look at our Preview Version - we've improved global illumnation a lot! You can find everything you need to know here:

    New preview version: 1.9.6.1072


    A link to the download page can be accessed via the About window.


    Please be aware though, that we've not yet officially released this version - hence a Preview. So incompatibilities or other issues might still occur.

    I understand that you feel that this is undesirable behaviour. The reason this post enhancement is there, is because we want to give the user the best possible render quality when it matters most (focussing on detail, screenshots, videos) but without sacrificing walkthrough performance. We might find a more subtle solution to fade into the enhanced softshadow in the future though.


    However it has nothing to do with this particular structure and has in fact been like this for quite a long time (long before any Sketchup Release). Please see the attached screenshots with another example of the shadows during walkthrough (constant penumbra size) and the enhanced soft shadows (contact hardening) after the image converged when standing still.

    Thanks for your report! We've reproduced and identified the cause of the issue. It occurs only on the latest Nvidia Drivers (versions 381 and higher). We'll release a new Preview version soon that will fix the issue.

    Sorry for the inconvenience! There was a slight hiccup on our end.


    We've just released the latest (stable/non-preview) hotfix v1.9.6.0 (addressing mainly some Revit startup stalls) . Due to a higher version number this hotfix release made the previous Preview version temporarily obsolete. However as of now an updated Preview version (1.9.6.1070) is available - so all the cool new features (+ a couple of new fixes/improvements) are available to Preview users again :)

    Ok I will look into those more powerful GPU. Am i right in assuming enscape can only utilise one? So doubling them up is out of question.

    That's correct. As of now Enscape only utilizes one gpu.


    I did not know that VR settings page existed, so will check how i have it setup.

    If you use an HTC Vive and didn't have reprojection enabled you might gain a huge performance boost already! :)


    So i was wondering, if there was anything to be gained by either making the display window tiny, to reduce doubling up, or alternatively make it full-screen if its mirroring it.

    There's no gain in resizing/minimizing the window - as the mirroring on screen is the same image as the left eye of the HMD. So there's practically no additional rendering done.

    Hi Nick,


    yes a powerful gpu is the most important component for VR performance. A Nvidia GTX1080 will do a pretty good job, however depending on your budget you might want to consider even a GTX1080ti or Titan XP for the task.


    The black boxes that appear on your view's periphery are an indicator that Enscape doesn't manage to reach the required frame rate and therefore there's image information missing to display the correct view. Depending on the VR HMD you're using please make sure you've got the correct settings applied, as described on our knowledge base page.


    Keep in mind that some of Enscape's Setting do have a major effect on the framerate:
    If lighting quality is not your major concern make sure you have disabled Global Illumination and probably reduce the render quality to medium.


    Other things to consider to improve the VR performance:

    • If it's not absolutely required to navigate the complete project in one go, you might want to consider activating a section box for the area of interest.
    • Lots of artificial lights are also a drag on your performance - so when there're thousands of lights in your project and if you're doing daylight reviews anyway you might want to remove/hide your light fixtures in Revit (you can setup a specific view for that and select this view in Enscape)

    The rendering resolution however is given by the VR HMD you're using - so there's unfortunately nothing that we're able to do in regard to that. It is expected that the next genereation of VR HMDs will have much better resolution displays so there will be less aliasing/screendoor effect.

    Render resolution has the most effect on rendering time - if only exporting a video for preview you could use only 720p resolution instead of 1080p or even 4k. Rendering quality itself has of course also some effect on computation time - the high setting might save some time over ultra quality without too much of a noticeable effect on image quality.


    Hope I could be of help! :)