The situation seems to be better with only occasional frame skips on today's Linux master brach at ad062195731bea1624ce7160e79e0fcdaa25c1b5 with fsync patches applied.
Linux bcube 5.3.0-gdcb8cfbd8fe9 #5 SMP PREEMPT Tue Sep 17 13:09:17 CEST 2019 x86_64 GNU/Linux
Hey @lubosz ,
It seems like the gpuvis captures don't fully support Navi yet so the data is incomplete. But from what I can piece together from the SteamVR side of the trace I think this is something that might be fixed in 1.8.2
Can you give it a try and let me know if the issue is still present?
Hi @lostgoat ,
thanks for the reply.
The performance improved with updating mesa to commit 05da025f350cb83e1125d6a931ccf9a87223bb69, which added a bunch of radv patches by Samuel Pitoiset.
Updating Proton 4.11-5 also subjectively improved the performance further.
Tested on SteamVR 1.8.2, where I reset to default settings, so with Async Reprojection enabled again.
I didn't measure the impact of each update.
The performance is still not perfect, a bit worse than on Windows with occasional drops, but the game is playable and I was able to finish a game at Expert+.
For now I will close this and wait until the Navi stack matures a bit, and will resubmit an issue if the performance is unsatisfactory with release versions.
To recap, these versions work fine for me, all master branches.
linux @ ad062195731bea1624ce7160e79e0fcdaa25c1b5 with fsync patches applied
mesa @ 05da025f350cb83e1125d6a931ccf9a87223bb69
SteamVR @ Beta 1.8.2
Proton @ 4.11-5
Update:
On SteamVR 1.8.3 the compositor only (without SteamVR Home) runs smoothly at 0.9ms with Beat Saber at ~3.6ms with rare drops.

proton 4.11-5x1 2019-09proton 4.11-4x1 2019-09
Describe the bug
Beat Saber runs well most of the time, but is unplayable on high levels due to the frequent drops.
While in the Beat Saber main menu
WaitGetPosesusually takes ~4.5ms, but regularly drops to ~12.5 (as seen in thebeat-saber-main-menu-bad.trace). In thebeat-saber-main-menu-onebigdrop.tracetheWaitGetPosestook 75ms once.The problem seems to be hard to trace, since the frame timing improves when gpuviz is tracing.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Constant frame times of under 6.9ms.
System Information (please complete the following information):
drm-nextat9a60b2990d6c2b7ab935fe0a5cc274de67d98bedwith fsync patches applied.Performance Data (optional, but very helpful):
(Using
pti=off spectre_v2=offkernel parameters)beat-saber-main-menu-bad.7z
beat-saber-main-menu-onebigdrop.7z
Screenshots
Beat Saber Valve Index
The small frame timings graph in SteamVR settings shows pink and orange frames frequently.
In ~1200 frames you can clearly see the inhomogeneity of frame times in the advanced timings details view.


The spikes can be tracked down in
WaitGetPosesandApplication GPU (pre).hellovr_vulkan Valve Index
In
hellovr_vulkanthe impact ofTotal GPUcomparably low.WaitGetPosesandCompositor Render Startseem to be affected.Beat Saber Vive Pro
On the Vive Pro the issue does not seem as impactful as on the Index.

Additional context
In hellovr_vulkan and hellovr_opengl the problem also occurs, but only when gpuviz is not tracing. It is still visible in the details frame timing graph.
The SteamVR compositor itself runs constantly at 0.9ms, without any drops.
On the Vive Pro the frame time is constantly 3.9 without drastic drops. hellovr_vulkan does not have any noticeable drops on the Vive Pro.
Additional setup information:
"enableLinuxVulkanAsync": falseinsteamvr.vrsettingsecho high > /sys/class/drm/card0/device/power_dpm_force_performance_levelfsync: up and running.Note: Commenters who are also experiencing this issue are encouraged to include the "System Information" and "Perf Data" sections in their replies.