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tris2n

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Everything posted by tris2n

  1. I'd assumed there is a difference purely because I had absolutely no stuttering / choppy performances using wired, which I had used for nearly two years. I agree though, that's the only way to know for sure so I'll do some measurements but it'll probably be in a week's time when I have more free time. I'll post back once I have them. Even if I get similar measurements, i.e. Wired = Wireless then the Wireless may not be at fault, at least for me, but Vive's CPU working specs are clearly wrong as I am well within their specification.
  2. You are right there is roughly a 20% difference between what fpsVR show and what windows task manager shows, with task manager being the higher. For clarity, all of my CPU percentages below are from windows task manager. All of my frame rendering times are from fpsVR. I started doing what you said and there was only a small jump in frame timing improvement between running at 50, 100, 150, 200 and even 300% resolution. My next thought is this has to be CPU bound. I shutdown as many tasks as possible, chrome browser, items in the quick bar, etc. even the Advanced Frame Timing tool in the SteamVR settings, which I noticed uses roughly 15% CPU. That reduced my general CPU usage with SteamVR running to around 70% before running a game (it is usally 80-85%). Then I started my reference game and slowly increased the resolution from 50% up to 300%. The CPU always stayed below 100%, and the CPU refresh rate well below 9ms, even when I was at 300% resolution! It was only really the GPU that went up each time and even that only went above 9ms (to 12ms) when I was at 300% resolution. So for me anyway, this is most definitely a CPU bound issue, regardless of the resolution. In otherwords if I hit 100% CPU, even for a short time it will result in poor performance, which I guess is what you'd expect. I think the only way this can be resolved is for Steam / HTC / whoever to improve the efficiency of SteamVR, which currently stands at 40%+ CPU on my fairly decent system, and the Compositor, which stands at 35%+ CPU, which is collectively between 75-80% CPU and that is before running a game, which will take upwards of 10-20%. Until they improve those two items I will need to play with quite a lot of things shut down or build an even more expensive CPU beast (mine was pretty expensive as it is).
  3. I spoke too soon! I am still seeing high CPU utlisation with the CPU i5 7600K running on Windows 10, 32GB memory, Nvidia GTX1080, latest BIOS and non-beta SteamVR. I have even tried dialling down the resolution to 160% - SteamVR recommands 200% for my CPU/GPU. any further thoughts on what else I can do? One is at 180% and one is at 160% (time of capture makes it look a bit better than it actually is).
  4. I think I have resolved my particular issue and I have to thank for that. I watched one of your videos and I noticed you were using a VR tool that I'd not seen before, which was fpsVR, so I thought I'd buy it and give it a go to see if it helped. The first time I looked at it with a running game I saw the potential issue. Even though I was running SteamVR with the default multiplier of 100% (under settings, application), I was also running that with a SS of 2.0 (which I'd set with AdvancedSettings quite a few months ago, before I received my wireless adapter), which wasn't obvious at all using the standard VR interfaces. I dropped my SS down to 1.8 and I immediately saw an improvement, i.e. no more stutter! The quality didn't drop as much as I thought either, which is good, so I've dropped it down to 100% with 1.6, and will monitor for a few days before going back to 1.8. Fingers crossed but others may want to check their combined SS and multiplier settings. Thanks !
  5. No problem , you have very low CPU limits running a game compared to my setup.
  6. Hopefully it's not too small but here's a summary of my CPU as I add more Steam elements. Note that running Steam Home is the equivalent of running a game, i.e. it pushes my CPU to 100%, at which point I see the issue. I could trim some CPU by closing down Chrome, etc. but even if I do that the CPU still runs close to 100%.
  7. Thanks for the detailed post , I notice from your videos your CPU stays at or around 60% when you are running the game. What is your CPU % 1) before you run SteamVR AND 2) when you just run SteamVR (no game)? Mine is 0-10% with no SteamVR and 40-50% with just SteamVR. I tried removing SteamVR Home and AdvancedSettings 2.7 and resetting SteamVR to default values but that made no difference to the choppiness, which is almost certainly because the CPU is maxing out. I will look into my BIOS to see if I can set mine to the same as yours and then do some more testing.
  8. I have a different CPU but the same lane count as ; My Intel Z390 chipset has 24 and my Intel i5 7600K CPU has 16, so 40 in total.
  9. Thanks Saint666, where do you look to find out the Max # of PCI Express Lanes?
  10. I have just started using my (standard) Vive headset + wirelesss adapter again after about a month and I am seeing the same issues reported in this thread, i.e. random blanks, constant stuttering (to a point where I get a little nausea, which I have never got before), maxed CPU, etc. I had the same issues when I first got the wireless adapter but thought I'd let things settle down and it would eventually be resolved, which it clearly hasn't. For me, idle CPU is 0-10%, opening Vive Wireless + SteamVR CPU push it to 40-50% and most VR games push it to 95-100%. PC Spec Windows 10 (latest patches) GTX1080 (latest driver) in the PCIE x16 slot (v3) Intel Wireless adapter in the PCIE x4 slot, 2 slots down from Graphics card (v3)* Intel i5 7600K Maximus IX Hero (on latest BIOS) 32GB RAM (in correct slots) Two Monitors (I know having two monitors has caused some SteamVR issues in the past) *According to device manager it is operating at "2.0", how do I/we push that to 3.0 as I can't see anything obvious in the BIOS for that? The other question, which I've never really got to the bottom of is what are the ideal settings, e.g. async reprojection on or off, smoothing on or off, up to now I had assumed async reprojection and smoothing on? From reading the thread I can see HTC are contributing but it is quite sporadic. I would like to see HTC step up a bit more, work with their partners and be much more proactive with progress updates to the community as this has been dragging on for a number of months now.
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