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Goldenegg

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  1. HTC has nothing to do with SteamVR updates. If the latest SteamVR update is causing problems for you, post on the Steam community forums.
  2. I really hope the rest of the performance issues can be resolved. I'm one of the people who had a major improvement with the SteamVR beta update. It's still not perfect though. Nvidia VR Funhouse and Budget Cuts are examples of games that are still unplayable. Thankfully the issues only affects some area in Budget Cuts and there are significant sections that don't exhibit problems. Nvidia VR Funhouse is a mess in wireless and completely unenjoyable, which is a shame as it's something my family enjoys playing. ,the Frame Timing graph in SteamVR is showing just that, frame timing. It is not equivalent to utilization. It's possible for your processor to be sitting at 10% and have frame timing through the roof and vice-versa. That's why you can't directly compare Frame Timing and Utilization charts.
  3. Have you tried the SteamVR beta that was released yesterday? You need to specifically opt-in to the beta to get the update.
  4. Are you sure you’re on the SteamVR beta? If so, you might want to take a screenshot of the advanced frame timing graph when you experience issues. That will show if you’re even experiencing the same problems as the rest of us. The symptom should generally be a significant amount of late starts on the CPU, as well as very high and unstable CPU timing.
  5. The update was released today. If it was working for you, you either have a regular Vive (the majority of issues were with the Pro) or you were playing stuff that didn't show the problem. There were various games, such as Space Pirate Trainer, The Lab and Job Simulator that didn't have any visible performance issues. If you had the performance graphs open, you'd see a completely different story, but your experience in game wasn't affected.
  6. Wow! The SteamVR update solved my performance issue! I did notice some occational hitching, which I didn't previously. That might be due to the hitching being 'hidden' by the other issues previously. Wireless strength was full whenever hitching did occur. It was infrequent, so I don't see it as a major issue at the moment. Hopefully it can be addressed in a future software update. Other than the minor hitching, I'm very excited about what I just tried. This is the wireless experience I'd been wanting. BTW, Nvidia VR Funhouse is still a jittery mess. Not sure what's to blame there. It's much improved over how it was before, but it's still pretty annoying. Now if only I can get my 2080 ti back from RMA to see what it can do with the Vive Pro over wireless.
  7. I can confirm it works fine when I use it with my regular Vive and the problems only appear with the Vive Pro. What’s worse is that HTC charged Pro owners even more, by requiring the purchase of the Pro connection kit. Absolutely ridiculous. Come on HTC. Time to fix this issue already!
  8. The system I'm having issues with is running the following: Intel 9900k Asus Prime Z390-A Zotac 2080 ti AMP (Previously was a 1080 ti Founders Edition) Some stuff works great, others will throw CPU timing out of whack, causing horrible performance.
  9. Just put together my new system, with an i9-9900k, and unfortunately am not seeing any improvement in wireless performance compared to my previous 4790k. Some VR titles, like SteamVR Home and Job Simulator work fine. Others, like Raw Data and Nvidia VR Funhouse are a mess. Looking at the timing graph shows massive spikes in CPU utilization depending on where you're looking in the scene. The result is that you keep getting thrown in to reprojection\motion smoothing. I only have two available slots on my MB to try (one a 2x/4x slot and the other is a 1x slot). Neither makes a difference. The motherboard is an Asus Prime Z390-A and my GPU is a Zotac 2080 ti AMP!. Not sure what else to try at this point.
  10. wrote: So is anyone even looking into this anymore? Because I can assure you this is not solved for me, and I haven't heard from anyone since before my last post. At this rate I'm going to just have to refund the wireless. I hate to say it, but I have little faith any improvements will be made, other than potentially fixing the AMD specific issues. I'm hoping to grab a 9900k this weekend, so hopefully that'll give enough horsepower to drive the wireless adapter.
  11. I’m interested to know how many of these issues are caused by PCIe compatibility issue vs the amount of processing power used in wireless mode. I have choppy performance too, but only on titles that generally use a good chunk of the CPU. On my 4790k @ 4.7Ghz, I can run thinks like StramVR Home and Job simulator without problems, with resolution overridden to 100%, using a Vive Pro. The same settings will cause stuttering in the made room of The Lab and massive stuttering in Nvidia VR Funhouse. Looking at CPU utilization, the stuttering is definitely caused by drastically increased CPU usage. I have to imagine there are further optimizations HTC can make on the wireless software. This just seems way too inefficient.
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