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Aragorn 76

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Everything posted by Aragorn 76

  1. I reinstalled both Steam VR and Vive Console from Steam today. I don't use any RGB software. I tried turning HAGS on and off, but there was no change. I also deactivated my XMP profile in the BIOS and am using default settings. Tearing has disappeared at 120Hz, but I just want to play at 90Hz as I'm not sensitive to the frequency change. However, I'm already experiencing CPU peaks in Steam VR Home (3000x3000 per eye). If I remember correctly, I didn't observe this issue before. Additionally, some games are behaving strangely. Space Pirate Training and The Blue are capped at 60 FPS. The first one stutters a lot, and the second one occasionally experiences similar issues. It's really frustrating. Fortunately, my system (RTX 4090 Phantom Gainward/Intel 12900 KS) works well for non VR games...
  2. I did not use my headset for months. I just updated everything and... Nothing changed !! Still playing at 90Hz... Space Pirate Trainer still stutters as hell... And I still have frame drops in Steam VR home.
  3. Some news. As I said last week, I still have a lot of reprojection is some VR games (Space Pirate Trainer, Arizona Sunshine, The Blue). In other games, I also had some frame drops before I installed the beta Vive console software code. For instance, in Moss II, I used to observe (with FPSVR) approximately one frame drop per minute. Last weekend, I played Skyrim and Moss II and I did not notice any frame drop. Not a single one ! That's already a big improvement, thank you !
  4. Same "tearing" problem at 120Hz (3200x3200) in Steam VR Home (I use an extended mountain view environment). I began with almost zero reprojection like Jaw_B but when I went outside the chalet, reprojection went up to 20/25% with some CPU peaks too. It decreased slowly down to 8/9% after a while (maybe less but I stopped the test after 2/3 minutes walking around).
  5. @C.T., Here is my trace number: 20221130155701 Thanks again for helping us. @Jaw_B : no change with the new windows update today.
  6. FPSVR in Arizona Sunshine (no orange peaks (I had a lot before) but still a lot of reprojection, frequency capped to 60Hz again ang ghost pictures).
  7. I just tried but it does not work for me. Same reprojection (30%) in Space Pirate Training (ghost pictures) and Arizona Sunshine. It's worst at 120Hz (Stem VR Home). I do not know how to describe that. The picture flickers (not sure of the english term) and it is impossible to stay at this frequency (it did not happen before this update). FPSVR with Space Pirate Training (with regularly spaced orange peaks and FPS capped to 60 !)
  8. @Jackrip Good news ! I hope this trick will work for me too. @C.T. I will test this evening (GMT+1). Crossed fingers.
  9. @C.T. Is the Vive console different on Steam ? I can use it as well. Waiting for your test build.
  10. Fresh feedback from France today. 😉 @Daddydubz: my video card is horizontal, I do not use any PCIE Riser. For Moss, what are your resolution settings ? Are you on "auto" in SteamVR ? The first time I tested Moss (I or II), I had the same ghosting problem but the game was running at 6k x 6k per eye. I set a resolution of 3k x 3k and everything is fine now. Concerning BeatSaber : I changed the VP2 USB port on the rear of my PC case ( ). And guess what ? All these micro-stutters disappeared ! I tested the game at 90Hz with a 3k x 3k resolution per eye or 6k x 6k (150%). I also displayed the GPU performance in the headset (with SteamVR). However, these micro-stutters are still there (unfortunately) in other games such as Space Pirate Trainer (ghost images) or Arizona Sunshine. I also tested Steam VR Home at 120Hz. Similar problem. Even at 90Hz, I observed a lot of pink or red peaks. In Space Pirate Trainer, I also observed green (yes, green !) peaks regularly spaced. Very stange ! I must mention that I uninstalled all my RGB stuff (Masterplus, iCue and Mystic light !), deactivated the synchronization with OneDrive and deactivated Creative Cloud from Adobe. And, of course, HAGS is off. For sure, there is a problem with this new family of cards... But not with all games. Can it be related to DX11 or DX12, to the engine used (unity ?) ?
  11. Tonight update: 3200 x 3200, 90Hz. No problem with Google Earth VR or Vanishing Realms (despite some strange frame drops and micro-stutters from time to time).. A lot of reprojection and stuttering in Arizona Sunshine, even with default settings. For me, it's unplayable. Same with the demo "The Blue", Whale Encounter. It switches to 60 FPS (40% reprojection) ! Unfortunately, Space Pirate training generates a lot of reprojection and micro-stutters (very visible on hands) with MSAA off !
  12. Some extra tests today. In Beat Saber, I modified the settings of the game : scale 1.0 and "multi sample antialiasing (MSAA) off. With these settings, reprojections disappear and I can reach a very high resolution of 6k x 6k per eye with a very low frametime (around 1.5 ms). I tried to push MSAA to x2 and this is still ok but reprojection appears beyond that (x4, x8). Of course, MSAA is useless at this high resolution. I think this is the same problem with Space Pirate Trainer and maybe Arizona Sunshine. However, as mentionned by Aleksander on this thread, you can still see micro-stuttering when cubes are close to me. FPSVR does not detect anything (no reprojection, no framedrop apparentely) but these micro-stutters are there.
  13. @C.T. Could you give us more information ? Your hardware ? Which Windows version ? Any special setting ? Mine is brand new and I completely reinitialized W11. I tested : - Game mode on/off - HAGS on/off - uninstalled iCue/MSI center At the end, I still have a lot of reprojection (20%) in Beat Saber at 3k x 3k (90Hz) and framedrops. Similar problems with Arizona Sunshine, Space Pirate Trainer. Some other games run normally (despite framedrops from time to time) such as Moss II or Skyrim VR. Many of us have this problem with a lot of headsets: https://www.reddit.com/r/Pimax/comments/yoc9ia/8kx_upgraded_to_rtx_4090_from_3090_weird_lag/ RTX 4090: Latency / Lag Issue, Multiple HMD's Affected : SteamVR (reddit.com)
  14. More precisely: 150% is, I guess, your global multiplier but the "Beat Saber" multiplier in SteamVR video settings is automatically set (for this game) to 11%, a very low value. I tried at 150% (global) with the default in-game multiplier (11%) and the final resolution is around 2600x2600 per eye with a frametime around 8ms (between 7 and 9). In that case, I confirm it is playable with no reprojection. But if you increase the in-game multiplier in order to reach a resolution of 3100x3100, you will get a frametime around 20ms with permanent reprojection. Thanks for your help.
  15. @C.T. I tried again Beat Saber tonight (with the latest NVIDIA drivers 526.98). The game is maybe not "unplayable" but it is difficult to play with all these micro-stutters. Very irritating with such a graphic card. What is your resolution per eye C.T. ? 150% does not mean anything since the "in-game" resolution in SteamVR settings (for Beat Saber) is set to a very low value automatically (around 11% or so). So you have to increase a lot this "in-game" resolution" (even if your global resolution is set at 100% or 150%) to reach a final resolution of 3k x 3k per eye. In that case, my frametime (FPSVR) is around 20ms (50 FPS) with permanent reprojection. There is clearly a problem with that game and others like Arizona Sunshine or Space Pirate Training.
  16. That is exactly what I think. HTC waits a fix from Nvidia. For my part, I tested two other games during the last week on my VP2 : Ven VR Adventure and Skyrim VR. Like Moss II, Ven VR runs smoothly at 3k x 3k resolution per eye (90Hz) except some rare frame drops from time to time (nothing unusual for me). Reprojection is close to zero. For Skyrim, I reinstalled almost 400 mods and, using a similar resolution, it runs perfectly using dyndolod 3 with high settings, Ultra tree LODs, an ENB and a very heavy grass combo I was never able to use. No problem at all (if I use the ini setting bFullScreen=1 otherwise I get a lot of reprojection and frame drops). Really fantastic and it is really a game changer (compared to my previous RTX 3090). So, apparently, it depends on the "engine" used by the game. Am I right ? I'm not an expert ! Tell me if I'm wrong ! So far, I only had time to test two other games : "Beat Saber" or "Space Pirate Trainer". And yes, I admit, these games are unplayable (especially Beat Saber) with a lot of reprojection. I do not know how to explain these differences.
  17. Thanks for the update Aleksandr. However, they have to understand that the problem is not limited to the Varjo headset (we have similar problems with the VP2 and apparentely, PixMax users have similar problems). Therefore, I think this is a problem with either Steam VR and/or NVidia drivers). Some tests to do (that will not solve the problem but may help to reduce frame drops at least): - reinitialize Windows if you can (it is not that long...). I personnally use W11 but some people say W10 is more appropriate for VR. - try to deactivate the hardware-accelerated GPU scheduling in Windows (I did). - optimize the power plan: type "powercfg -duplicatescheme e9a42b02-d5df-448d-aa00-03f14749eb61" in a terminal as administrator then select the new option that appears among the power options. - try to deactivate all monitoring softwares (I had a lot of problems in the past with Afterburner (just the monitoring part of it that you can deactivate))
  18. Thanks for the update Aleksandr. However, they have to understand that the problem is not limited to the Varjo headset (we have similar problems with the VP2 and apparentely, PixMax users have similar problems). Therefore, I think this is a problem with either Steam VR and/or NVidia drivers). Some tests to do (that will not solve the problem but may help to reduce frame drops at least): - reinitialize Windows if you can (it is not that long...). I personnally use W11 but some people say W10 is more appropriate for VR. - try to deactivate the hardware-accelerated GPU scheduling in Windows (I did). - optimize the power plan: type "powercfg -duplicatescheme e9a42b02-d5df-448d-aa00-03f14749eb61" in a terminal as administrator then select the new option that appears among the power options. - try to deactivate all monitoring softwares (I had a lot of problems in the past with Afterburner (just the monitoring part of it that you can deactivate))
  19. It is clear there is a problem in VR with this new family of graphic cards. Not with all VR games but with many of them (the oldest ones ?). I'm not at home this week but I will try to make extra tests next week-end. I remember I also had some problems when I received my RTX 3090 (all of them were fixed later). Concerning my setup, I can only suggest the following tests (that will not solve the problem but it can help to reduce it a little bit): - reinitialize Windows if you can (it is not that long...). I personnally use W11 but some people say W10 is more appropriate for VR. - try to deactivate the hardware-accelerated GPU scheduling in Windows (I did). - optimize the power plan: type "powercfg -duplicatescheme e9a42b02-d5df-448d-aa00-03f14749eb61" in a terminal as administrator then select the new option that appears among the power options. - try to deactivate all monitoring softwares (I had a lot of problems in the past with Afterburner (just the monitoring part of it that you can deactivate).
  20. Ok guys, I have to apologize ! The resolution inside BeatSaber was completely wrong ! So forget all my graphics for this game. For a reason I ignore, the per-app resolution is not set to 100% for this game. Therefore, despite my global setting at 3k x 3k per eye, the in-game resolution was much lower ! If I force the per-app resolution to 100%, I get a lot of reprojection like all of you and FPS VR indicates 45 FPS instead of 90 FPS. However, I checked my settings for more recent games and everything is fine for them: "Moss II" (I played with it for 3 hours today) and "The Room VR" for instance, two very demanding games when graphics are maxed out.
  21. Same for me @ 120Hz. Some graphics for Steam VR Home and Beat Saber (3k x 3k per eye). But frankly, visually, I find this 120Hz mode useless in VR... Concerning Beat Saber, it is like the game does not care about Steam VR resolution (1164x1164 ??). I will check that...
  22. Apparently, many old VR games have a major reprojection issue. Here are the results for Arizona Sunshine (and I did not maxed out the graphic options, 3000x3000,90Hz). I also have a lot of reprojection in SteamVR Home (!!) in Extreme Mode (120Hz).
  23. Another test with the new game "Moss: Book II". 23 minutes of gameplay (graphics maxed out, resolution around 3150x3150 per eye, Ultra 90Hz).
  24. However, I have some reprojection problems with other games. Even with a demo like "The Blu", the demo is stuck at 60 FPS with a lot of reprojection. The same with "Space Pirate Trainer" (micro-stuttering, especially the hands). 1 or 2 framedrops however. Why these games are stuck at 60 FPS ? In the console, I chose Ultra/90 FPS. That is extremely strange ! I had no time to test other games but I am pretty sure it is the same.
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