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Stuttering in Vive #116
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Can confirm, SteamVR Home stutters a lot and sometimes shows some phantom wrong frames or something, especially if you point at big screen in default environment, seems like it stutters every time it tries to vibrate the controller. Also there's noticeable lag between environment and chaperone movement. NVidia 396.45 |
Do the chaperone bounds show those 'ghost frames' for you, too? And games? Because I tested Dota 2 yesterday and it has the same issue, although no missed frames like SteamVR home |
it's quite hard to figure out what is even happening during that frame, i can only realize that it shows wrong camera angle i think and maybe wrong resolution? I didn't quite test it with with serious sam tho. I'll post more when i try it again. |
I did a recording of the SteamVR compositor in extended mode of this bad frame: #68 |
That video makes me pretty sure that we have two different issues here. As far as I remember, I didn't have such an issue. At least I don't have it now |
i think your issue with "seeing double" is actually slight delay between left and right eye, i think i had it too once or twice in SteamVR home i think. The very same issue is persistent on Payday 2 VR on Windows. |
Yes that would make a lot of sense. Especially as I couldn't spot any issues with the video I recorded. But then again the issue doesn't arise if I don't move my head but only the controllers. They don't look double then |
Okay it's not that. When I close one eye, the issue is stil very apparent. Also I have to correct myself, I've just not noticed the controllers having that problem, but they do, too. It's also more or less noticable on every other object |
I've invesigated this further and it seems like it overestimates (and maybe underestimates, too) how far I'll have rotated my head in the next frame. Same for the controllers. Then it jumps back, maybe to correct itself, and all of that happens in the next frame again, too. And it seems to just be angular velocity, normal velocity doesn't seem to have such an issue |
Okay this was 100% my fault. Sorry. |
Hey @Zamundaaa, how is that setting changed in [K]Ubuntu? I seem to be having the same issue, but I not aware of where the settings are... Mesa 19.1.2 padoka PPA, Vulkan 1.1.97, AMD Vega M GPU, Ubuntu 18.10 edit: Raised #219 |
This issue was only because of the extended display mode, where the system compositor can have an effect. With direct mode display, this will not be the same issue. For the slim chance you are still somehow using extended display: allowing the compositor to be disabled by apps is under Display and Monitor->Compositor->Allow applications to block compositing |
Well, when I boot, the login screen is in the Vive. Rather annoying 😉.
So I think it's extending in strange ways...
…On Sat, 27 Jul 2019, 00:24 Zamundaaa, ***@***.***> wrote:
This issue was only because of the extended display mode, where the system
compositor can have an effect. With direct mode display, this will not be
the same issue. For the slim chance you are still somehow using extended
display: allowing the compositor to be disabled by apps is under Display
and Monitor->Compositor->Allow applications to block compositing
However, I have noticed some weird artifacts in SteamVR Home lately as
well. But only in SteamVR Home, and only sometimes.
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Hello @skestle, #156 (comment) may interest you. |
Your system information
Please describe your issue in as much detail as possible:
There's often the issue of many missed frames. Only happening in SteamVR home, not before it launches. But even if that issue is temporarily gone, or if SteamVR home isn't started yet or if I exit it, if I move my head, most stuff looks double, as if it was jumping between the new image and older ones. This can't be seen on the display mirror though
Steps for reproducing this issue:
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