protonscr

Stuttering in Vive

steamvrclosed
ValveSoftware/SteamVR-for-Linux#116 · opened 2018-07-26 by Zamundaaa · updated 2019-07-29 · 14 comments · github
ZZamundaaa 2018-07-26 github

Your system information

  • Steam client version (build number or date): latest beta build as of 26th Juli 2018
  • Distribution (e.g. Ubuntu): (K)Ubuntu
  • Graphics driver version (run nvidia-settings): Using RX 580 with Mesa 18.1.4 from the padoka PPA
  • Gist for SteamVR System Information: https://gist.github.com/Zamundaaa/d8d86a5b7aef0f88341f27d865428656
  • Opted into Steam client beta?: [Yes/No] Yes
  • Opted into SteamVR beta?: [Yes/No] Yes
  • Have you checked for system updates?: [Yes/No] Yes

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:

  1. Start SteamVR
  2. Move the headset
Hhjri 2018-07-30 github

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

ZZamundaaa 2018-07-30 github

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

Hhjri 2018-07-30 github

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.

CChristophHaag 2018-07-30 github

I did a recording of the SteamVR compositor in extended mode of this bad frame: https://github.com/ValveSoftware/SteamVR-for-Linux/issues/68
Note that you can use , and . to navigate frame by frame on youtube.
I think it's pretty clearly an issue in SteamVR Home, or one that specifically SteamVR Home triggers specifically when reprojection starts or stops.

ZZamundaaa 2018-07-30 github

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'll record a video of my problem to make it clearer, what my issue actually is

Hhjri 2018-07-30 github

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.

ZZamundaaa 2018-07-30 github

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

ZZamundaaa 2018-07-31 github

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

ZZamundaaa 2018-08-12 github

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

ZZamundaaa 2018-08-17 github

Okay this was 100% my fault. Sorry.
A year or so ago I disabled applications from blocking the system compositor because something crashed it too often. I thought I had enabled it again, but that wasn't the case. Now SteamVR Home isn't running buttersmooth either, but at least the really headache inducing lags are gone.

Sskestle 2019-07-26 github

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

ZZamundaaa 2019-07-26 github

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.

Sskestle 2019-07-26 github

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, [email protected] 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.


You are receiving this because you commented.
Reply to this email directly, view it on GitHub
https://github.com/ValveSoftware/SteamVR-for-Linux/issues/116?email_source=notifications&email_token=AAA5FOIVFDO7E5H54WAKBBLQBLUIJA5CNFSM4FMIOZ2KYY3PNVWWK3TUL52HS4DFVREXG43VMVBW63LNMVXHJKTDN5WW2ZLOORPWSZGOD24NOVI#issuecomment-515430229,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AAA5FOIP4MMLONWQY44DAILQBLUIJANCNFSM4FMIOZ2A
.

Kkisak-valve maintainer 2019-07-26 github

Nothing extracted yet.