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GettingSickOfThis

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  1. BUMP!!! Ok, Vive team, HTC, Steam, Valve, Diplaylink, Intel or whomever on Earth is untimately responsible for this device. It's about time you came clean and made a statement regarding this defective product so we can seek refunds or take appropriate action. If this absolutely insane CPU utilization is standard and as per specification then we need to know. I personally find is absurd that this system doesn't have a standalone processor to perform its compression, and more so; if the wireless throughput is what was stated by intel and displaylink; why is it being compressed at all? Either way, enough is enough. This product is borderline defective.
  2. I thought I'd check in to update all the poor souls (including myself) suffering issues. I received a direct email from someone at DISPLAYLINK kindly informing me that "we wanted to let you know we have been actively looking into this and I'll definitely be in touch when we know more." I fired the wireless up again to see if anything had changed. Same issues, massive CPU overhead, occasional gray screens for no apparent reason, pixelation etc etc etc. Hope something happens.
  3. RE: The PCIe express lane theory.... Myself and many others in this thread have already proven that the PCIe lanes are not the cause of these problems. Of course there would be performance increase using 3.0 vs 2.0, that's not why we're here. ASUS Prime Z370-A II - I have tested the wireless card in 4 different PCIe 3.0 x1 slots, and in one PCIe 3.0 x16 whilst my 2080TI was fitted in the other, both 16x slots were confirmed to have been downgraded to 8x during testing. ALL of the performance testing I performed previously were in the 8x/8x configuration. So no, 2.0 PCIe nor "PCIe lane shortage" ? What the ? isn't the root cause. I would REALLY, REALLY love to see some performance analysis figures from people without these problems. Maybe everyone has 100% CPU lock overhead and just haven't noticed? Can we get some Wired VS Wireless CPU/GPU utiliziation compairisons from a fully operational system? Vive Team ? Can you provide this data? Expressing to us what the normal/desired operating figures are.
  4. Hi Alubaking. Are we reading the same thread because that link you provided points to a bunch of people with no awareness of the key issue (CPU throttling) reporting supeficial improvements relating specifically to GPU performance whilst saying ABSOLUTELY NOTHING about their CPU usage; the OP included. The OP (sergioberg79) also said that "there is no performance issues with high SS settings for me" which completely contradicts your curious Nagorak theory. Mind you most of us here have tested with a wide range of SS settings with ZERO effect to CPU overhead; locked to 100% irrespective of conditions or troubleshooting. To the contrary, most people here and there clearly pointed out that CPU use was exactly the same post update. Some statements from that thread you might have missed before posting here... "CPU still spiking in those even with this update" "CPU is still pegged around 99%" "Cpu was pegged at 100% all the time." "CPU still seems high" "Totally killing my cpu" False claims of the issue being "completely resolved" really aren't helpful to those still being effected. PS: "I haven't tested out to see if it was fixed" - Thanks mate, very useful.
  5. I have communicated with Intel directly on this issue and they are monitoring this thread. I must say that Intel customer service and tech support is mind boggling responsive and helpful; Kudos! Also reached out to DisplayLink however they didn't respond. As disappointing as it is, in defence of the Vive team their hands are clearly not idle. We'll have to wait and see.
  6. Yes.... Exactly my point. So Task Manager is the most accurate representation of hardware utilization. Wherein our CPU's are all endlessly locked to 100% irrespective of what game is being played whilst using wireless. I can't add anything new to this issue and have gone back to wired until the issue is resolved. It was suggested to me that this issue didn't exist prior to the Wireless software Ryzen patch/update, shame rolling back to those pre bricked drivers/version isn't an option.
  7. Interesting. Unfortunately it has been turned off for me this entire time. Shame, I would love not to be throttled at 100% all the time.
  8. "Memory Integrity is disabled by default on PCs that upgraded to the April 2018 Update, but you can enable it. It will be enabled by default on new installations of Windows 10 going forward." Seems like you need to update Windows? ;)
  9. Please refer to my Wired V Wireless tests..... If the Advanced Frame Timing (AFT) chart expresses 20-30% CPU utilization (which is to be expected) yet task manager expresses 100% utilization; is this not indicative that there is an issue outside of the SteamVR program/platform? How would the Beta update even effect this? I'm also curious to why the AFT CPU chart shows the light green area of unutilized overhead whilst clearly the CPU is clearly being throttled hard outside of the VR environment. CPU usage doesn't accurately match outside of the SteamVR environment. Yet GPU usage from AFT to Task Manager and GPU external monitoring does. Doesn't this point to a problem external to SteamVR? Maybe with the Vive Wireless platform, to an issue with the Intel driver set or maybe even to the Displayport utilization? Clearly a CPU bound problem. Which would expalin the Ryzen incomptability. Is Intel going to chime in on this? Displaylink is responsible for compressing / processing the video feed with the XR CODEC in real-time, perhaps they can chime in with the expected and reported CPU cost of that process? Would also like to know what compression ratio is being used. Somewhere, something is eating the CPU.
  10. Review of performance after the BETA Update/Patch. Bios is updated and Ram is installed correctly. For anyone seeking comparisons between Wireless and Wired with the pro see the following Google Drive Folder. LINK TO JPEG IMAGES ON GOOGLE DRIVE SYSTEM INFO: I5 9600k @ 4.85Ghz RX2080Ti OC ASUS PRIME Z370A II 16GB DDR4 200% Super-sampling PC load at IDLE: CPU: 1-2% Usage GPU: 1% Usage Beat Saber Wired: CPU: 38-44% Usage GPU: 45-55% Usage Reprojection/MS: 6.8 Beat Saber Wireless: CPU: 95-100% Usage GPU: 76-80% Usage Reprojection/MS: 8.8ms The Climb Wired (Revive) CPU: 45-55% GPU: 35-45% Reprojection/MS: 4.9ms The Climb Wireless CPU: 95-100% GPU: 43-55% Reprojection/MS: 6.0 Note: CPU being throttled. Frame Rate Halved. GPU load increased. Jittery. Heavy reprojection. Creed Wired: CPU: 40-50% GPU: 45-55% Reprojection/MS: 6.4ms Creed Wireless: CPU: 94-100% GPU: 75-85% Reprojection/MS: 8.0 Note: CPU being throttled. GPU load increased. Jittery. Reprojection felt. Skyrim Modded VR Wired CPU: 70-80% GPU: 50-60% Reprojection/MS: 6.2 Skyrim Modded VR Wireless CPU: 100% GPU: 80-90% Reprojection/MS: 7.8 Note: CPU being throttled heavily, constant RED “Late Start”. GPU load increased. Jittery. Reprojection felt. Space Pirate Wired CPU: 40-50% GPU: 65-75% Reprojection/MS: 8.6 Space Pirate Wireless CPU: 90-100% GPU: 100% Reprojection/MS: 11.7 Note: CPU and GPU being throttled heavily, RED “Late Start”. Jittery. Reprojection felt. Steam Home Wired: CPU: 50-60% Usage GPU: 65-75% Usage Reprojection/MS: 7.9ms Steam Home Wireless: CPU: 95-100% Usage GPU: 80-90% Usage Reprojection/MS: 8.4ms VR Chat Loft Home Wired CPU: 55-65% GPU: 70-80% Reprojection/MS: 9.3ms VR Chat Loft Home Wired CPU: 84-100% GPU: 65-75% Reprojection/MS: 13-15ms So using the wireless system DOUBLES CPU usage on an i5 9600k and increases 2080ti usage by 30%+ Wowza!!!!!!
  11. REVIEW & REPORT - POST UPDATE PC SPECS: Rig Built for VR I5 9600k @ 4.85Ghz RTX2080Ti OC ASUS PRIME Z370A II 16GB DDR4 200% Super-sampling PC load at IDLE: CPU: 1-2% Usage GPU: 1% Usage Beat Saber Wired: CPU: 38-44% Usage GPU: 45-55% Usage Reprojection/MS: 6.8 Beat Saber Wireless: CPU: 95-100% Usage GPU: 76-80% Usage Reprojection/MS: 8.8ms Note: CPU being throttled, constant RED “Late Start”. GPU load increased. Jittery. Loss of quality. Reprojection felt. Roughly 40% increase in GPU an CPU usage with identical settings. The Climb Wired (Revive) CPU: 45-55% GPU: 35-45% Reprojection/MS: 4.9ms The Climb Wireless CPU: 95-100% GPU: 43-55% Reprojection/MS: 6.0 Note: CPU being throttled. Frame Rate Halved. GPU load increased. Jittery. Heavy reprojection. Creed Wired: CPU: 40-50% GPU: 45-55% Reprojection/MS: 6.4ms Creed Wireless: CPU: 94-100% GPU: 75-85% Reprojection/MS: 8.0 Note: CPU being throttled, use doubled. GPU load increased. Jittery. Reprojection felt. Skyrim Modded VR Wired CPU: 70-80% GPU: 50-60% Reprojection/MS: 6.2 Skyrim Modded VR Wireless CPU: 100% GPU: 80-90% Reprojection/MS: 7.8 Note: CPU being throttled heavily, constant RED “Late Start”. GPU load increased. Jittery. Reprojection felt. Space Pirate Wired CPU: 40-50% GPU: 65-75% Reprojection/MS: 8.6 Space Pirate Wireless CPU: 90-100% GPU: 100% Reprojection/MS: 11.7 Note: CPU and GPU being throttled heavily, RED “Late Start”. Jittery. Reprojection felt. Steam Home Wired: CPU: 50-60% Usage GPU: 65-75% Usage Reprojection/MS: 7.9ms Steam Home Wireless: CPU: 95-100% Usage GPU: 80-90% Usage Reprojection/MS: 8.4ms Note: CPU and GPU being throttled heavily, RED “Late Start”. Jittery. Reprojection felt. VR Chat Loft Home Wired CPU: 55-65% GPU: 70-80% Reprojection/MS: 9.3ms VR Chat Loft Home Wired CPU: 84-100% GPU: 65-75% Reprojection/MS: 13-15ms Note: CPU and GPU being throttled heavily. M frame drops. Jittery. Heavy reprojection. Summary: In all instances above, the amount of CPU power required to operate the Intel Powered wireless system is equal to that of the application being run. I find that to be absolutely mind-boggling! How is that possible? There is no way that this is normal. Especially considering my CPU which is by no means old or slow, it's the second fastest single thread chip on the market. In all tests including those not listed here, CPU utilization slams up to 100% by default regardless of what game is being run. Creed, Space Pirates, Climb and Creed are not CPU intensive; how on Earth is this CPU being driven up to 100% utilization? Not even Assassin's Creed Odyssey manages to drive that kind of CPU torture. I can't make sense of the additional GPU utilization either. The Wireless feed is being through-put via the GPU to an alternate PCIe lane to the WiGig card rather than output from the GPU itself; and this requires +30% of a 2080ti's total processing power to achieve? Clearly there's something very, very wrong going on here.
  12. Fyi.... Asus Prime z370-a II. Swapping the intel card to the other slots achieves nothing. Until HTC RESPONDS I have no choice but to go back to wired for now, using Vive Pro Wireless makes me feel sick.
  13. So at this stage everyone but Vive PRO users are fine....? What at kick in the nuts! How about some sort of press release statement from HTC? Maybe tell us if you're going to fix this issue so we can act accordingly? Ie; return and get refunds for the faulty wireless adapter which doesn't work correctly with Vive Pro. I don't see how this could be a motherboard issue. People have reported using the same motherboard that the Vive works with wireless perfectly, whilst the Vive Pro doesn't. How can the motherboard possibly be the issue in that instance? This really blows!
  14. First things first, High End PC Specs.... Built specifially for VR with the Vive Pro! I5-9600K @ 4.93Ghz RX2080 TI OC ASUS PRIME Z370-A II 16GB DDR4 VIVE PRO Chiming in with the same story as most people here. I have absolutely horriffic performance with the Vive Pro whilst using the wireless adapter. Wired performance was flawless, I had my master SS set all the way up to 250% as a baseline with the highest settings in every game with no reprojection at all, even Revive games and CPU hungry titles; no problems at all. My computer ran everything flawlessly as you would expect from this much power. But now with wireless... Frame drops, massive overhead CPU usage, weird GPU utilization, fuzz and pixilation. Unplayable in most instances, jittery, reprojection everywhere. It's like i've gone back to the RX580 and 3770K I had before upgrading!!!! I have tried all of the troubleshooting steps, there's nothing wrong with my PC hardware; nothing at all. I also reference that Toms Hardware article..... Obvious that something is very wrong on HTC's end. The conclusion is that no amount of CPU or GPU power will solve this issue. The Vive Pro is unusable with the wireless system at the moment. The solution is most likely an update on the software or/and SteamVR side. If this is an issue relating to specific mothboards HTC has a responsibility to act accordingly to fix it, or to keep us informed so we can act accordingly! How can it be motherboard related anyway, people using the same motherboards dont have problems using the Vive; this is specific to the Vive Pro. I spent $2000+AUD to upgrade my PC, $1200AU for the Vive Pro and $1400+ for the wireless adapter and other trackers. I was pretty upset when I needed to print some cheap 3D parts just to get some bass from the cheap badly designed Vive Pro headphones, but this is next level dissappintment! What an expensive waste! But we've tasted the freedom of wireless now, what a kick in the chops!
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