new gist with steamVR set up as it should: https://gist.github.com/Skyliner-369/7c69f7abb69872eb89329ff82b245f86
I noticed you have async disabled(1). That means you are running using the same graphics queue as the game or application that's heavy(as stated in your bug report like VRChat), this doesn't allow compute tunneling which allows the VR compositor to mostly complete all its work.
1: (I'm pretty sure that's the compute one not async reprojection)
2: (should be always but that's currently what you get)
This needs to be retested with the newest beta.
Compositor still fails to deliver 144 FPS to the headset if the gpu is saturated, RX 7800 XT.
Some additional testing: using CoreCtrl I forced my GPU to VR mode, and maxed out the frequencies and wattage. The performance graph still looks like what's screenshotted above, from me. An almost solid purple bar.
after even more testing, and staring at graphs, it seems to fail right as the application frame time goes above, for 144hz, 13.88ms. For 90hz I'd assume 33.33ms. so it seems to be specifically failing to reproject twice or more, or I could be barking up the wrong tree and this is a false lead.
update: still failing, RT Kernel is not a fix.
Hi, I think I have this same problem but in windows? I can reproduce the problem by 1. increasing the headset resolution until the GPU is sufficiently loaded or 2. I have a world I go to that has a fur shader rug. it can pretty reliably create the issue.
This does not happen when I'm using a streaming headset, only with displayport(and hdmi? don't have one though) connected headsets. It also does it with my 6800 xt and a newly purchased 7900 xt.
I do not have this issue with an rtx 3060.
for me it doesn't drop all the frames, more like 25% or so in the fur shader rug world.
OS Name Microsoft Windows 11 Pro
Version 10.0.26200 Build 26200
Other OS Description Not Available
OS Manufacturer Microsoft Corporation
System Name ****
System Manufacturer ASUS
System Model System Product Name
System Type x64-based PC
System SKU SKU
Processor AMD Ryzen 7 9800X3D 8-Core Processor, 4700 Mhz, 8 Core(s), 16 Logical Processor(s)
BIOS Version/Date American Megatrends Inc. 3287, 9/20/2025
SMBIOS Version 3.6
Embedded Controller Version 255.255
BIOS Mode UEFI
BaseBoard Manufacturer ASUSTeK COMPUTER INC.
BaseBoard Product TUF GAMING B650-PLUS WIFI
BaseBoard Version Rev 1.xx
Platform Role Desktop
Secure Boot State Off
PCR7 Configuration Elevation Required to View
Windows Directory C:\WINDOWS
System Directory C:\WINDOWS\system32
Boot Device \Device\HarddiskVolume1
Locale United States
Hardware Abstraction Layer Version = "10.0.26100.1"
User Name ****
Time Zone ****
Installed Physical Memory (RAM) 64.0 GB
Total Physical Memory 63.7 GB
Available Physical Memory 35.3 GB
Total Virtual Memory 85.7 GB
Available Virtual Memory 30.1 GB
Page File Space 22.0 GB
Page File C:\pagefile.sys
Kernel DMA Protection Off
Virtualization-based security Running
Virtualization-based security Required Security Properties Base Virtualization Support
Virtualization-based security Available Security Properties Base Virtualization Support, DMA Protection, UEFI Code Readonly, SMM Security Mitigations 1.0, Mode Based Execution Control
Virtualization-based security Services Configured
Virtualization-based security Services Running
App Control for Business policy Enforced
App Control for Business user mode policy Off
Automatic Device Encryption Support Elevation Required to View
A hypervisor has been detected. Features required for Hyper-V will not be displayed.
Nothing extracted yet.
Edited. Retractions are strikethrough.
Describe the bug
~Whenever a program cannot reach the refresh rate of the headset, the frames are dropped instead of reprojected.~
Update: It seems to actually be a problem with some sort of GPU scheduler not allocating enough time/resources to reprojection
note: this issue DOES show up on Windows, too, to a lesser degree. Harder to push out reprojection.
To Reproduce
Steps to reproduce the behavior:
~find a game that can't be run at refresh (A good candidate is VRChat)~
find a game that uses too much GPU
example:in VRChat, have a mirror open, and the avatar menu open, and move that avatar menu around to really stress it.
note:this might only be an issue in higher refresh rates (120, 144)
Expected behavior
~Reprojected frames sent to headset instead of being dropped~
Successful reprojection during heavy GPU usage anyway
System Information (please complete the following information):
Note: gist was quick and dirty. Things like Display Mode may be inaccurate. (I didn't even turn my base stations on)
new Gist below
Screenshots


~I wouldn't know how to demonstrate this issue in a screenshot~
When stressed:
When unstressed:
Additional context
~Potential missing package? if so, this is a request for a complete dependency list. Otherwise,~ it's probably something broken in relation to ~rdna3~ RDNA
mini-note: I'm new to reporting bugs. if needed info is missing, request it, don't close the issue.
Note: Commenters who are also experiencing this issue are encouraged to include the "System Information" section in their replies.