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Jaw_B

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Posts posted by Jaw_B

  1. Thank you for letting me test. Unfortunately(?) you were right. The issue existed in 2.1.24.1 as well 😞 Guess I had not tested BigScreen in 120hz that much. When moving, especially your hands, you get reprojection 20%-ish giving "double vision" and slight stutter. However in 90hz there is no such issue. Oh well. At least I tried 🙂 

  2. I had the same(?) issue with my Samsung Neo G9 (49" monitor). Either computer would restart, or the image on the screen would become corrupt whenever I started SteamVR. At the time I had a rtx3090 gpu. To be honest I do not completely know what resolved the issue in the end. Might have been one of the firmware updates from Samsung for the monitor. Funny thing is that I also have a LG CX in the same room, so that was my workaround too 🙂 Try to run the Samsung monitor connected through HDMI to the PC (and not displayport) and the vive pro in a lower resolution. I believe DisplayStreamCompression (or some kind of conflict related to DSC) can be the issue causing it.

  3. New beta and not a single comment? 😕 Anyways, I tried it for a couple of days on my RTX4090. The screentearing is still an issue. Slightly worse than 2.0.24.1 I belive, but it could also just be random luck. However (BIG however) the reprojection issue is now back in 120hz. Tried Bigscreen and got a constant ~25% reprojection, but not a single framedrop. Switched to 90hz, and the framedrop is gone again. Just like pre 2.0.24.1. Could I PLEASE please have access to install 2.0.24.1 again @C.T. ?  That beta worked much much better on RTX4090.

  4. 1 hour ago, BVV.Fr said:

    erratum: it's not a reprojection issue, it happens in real 120hz too.

    standard resolution is 2448x2448 for info.

    i will test beat saber later, i will tell you 👍

    2448x2448 is the panel resolution. Usually(?) you need to supersample a bit to compensate for the lens barrel distortion. Not sure how much is recommended though 🙂 But +25% probably isnt bad.

  5. 12 hours ago, kia75 said:

    Are you getting the same tearing at 90HZ?  Are you sure you don't have something running in the background that uses the GPU?  I used to mine (yes, I know, I'm an evil person), and what you're describing sounds alot like what would happen to me when I forgot to turn off mining when I wanted to VR.  At the very least check Taskmgr and see if anything is using the gpu.   

    IME, while I experienced a lot of reprojections, I didn't have any performance issues.  The games ran fine, but there was just a lot of screen tearing and reprojections, but the games ran fine.  When I would forget to turn off mining, I would have much smaller resolution (Vive pro 2 with a 4090 gives me ~4200x4200 so SteamVR giving you 2800 seems suspect) and games would randomly run at low resolutions, and things would be blurry no matter how much I raised the resolution.  Just turning off whatever was using my GPU (in my case mining), and restarting SteamVR would fix my issues.  

     

    No tearing at 90hz. Its only in 120hz. Its an "artifact" that was introduced on the beta of vive console in november. It looks a bit like a fat horizontal line that moves up and down in the top half of your view. And it comes and goes. But in this beta its better than before. So its not something that has to do with high gpu-load, and that type of tearing. (You can read about it in the longer thread about the 4090 issues) And Im setting the resolution manually in SteamVR to around 3000x3000. (a little higher for 90hz, and a little lower for 120hz). More than that is very heavy on the GPU, and I want to avoid reprojection due to the GPU not beeing strong enough. (4200x4200 pixels is an insane amount of pixels to push. Thats more than 2 times 4k resolution PER EYE. and 120hz at that)

  6. Also tried. Running a 4090 with latest nvidia drivers 531.29. SteamVR latest beta. HAGS off (and RGB turned off). Using fpsVR for monitoring. SteamVR resolution at ~2800x2800 per eye. At 120hz Im getting much less screentearing than before, but it is still there. Usually in the upper half of the screen. But now I can play for minutes without seeing it, so its an improvement at least! (but not quite there yet). 

    Also, when runnig beatsaber (which for some reason always defaults to the SteamVR minimum resolution. ~1200x1200 per eye) it works fine at that resolution, but very blurry. When increasing the resolution in SteamVR to ~2800x2800 for beatsaber I get 100% gpu usage and massive reprojection. A little strange for a game that (shouldnt be) demanding at all. (but that could be from other reasons than this vive console update).

  7. 55 minutes ago, kia75 said:

    I'm still having the same issues with 120Hz 😞, Steam Beta didn't fix anything.  

    Think this thread contains multiple issues at the same time now 😕 Some have issues with their 3000-series cards on vive pro 2, some are talking about vive pro 1.... Think their issues are "fixed" now. But the 4000-series gpu and vive pro2@120hz is still as broken as when this thread was started. (which is what this was about in the first place?). Would be nice if HTC could comment the situation/status. @C.T.?

  8. Find it intresting that some have huge lag/latency/stuttering issues even in 90hz. Cant say its something I notice myself(?). Is it possible to measure? I do get the occational "pink line" but nothing dealbreaking.  I have resolution set to ~3x3k per eye, and HAGS off. (that removed alot the the stuttering for me) 120hz however Is something else completely. I get bad tearing (that comes and goes)

    What settings/drivers do you use? Im on a Strix4090 and latest (non-beta) nvidia and viveconsole (from steam).

  9. 11 hours ago, muldoom said:

    Customer Support closed my ticket because they consider switching to the Ultra setting a viable solution.

    Are you serious? I guess we no longer have a 120hz headset...

    On the topic of performance, I agree. I also wonder if VR (using the pro2 headset) is getting more demanding. I dont remember any issues on my 3090, as I always ran it on Ultra/120hz. But even in SteamVR home@90hz@3k/eye Im getting 70% GPU usage now. Considering I now have a 4090 vs 3090, and how much faster it is, it would mean that I could not even run SteamVR home with my current settings on my old GPU. But I did. With higher settings. So something is going on?

    I also informed Inet.se which is one of the biggest hw retailers in sweden that they need to notify potiential customers that the vive pro 2 is not compatible with the RTX4xxx series.

    11 hours ago, muldoom said:

     

     

  10. Tried the Beta-update of Vive Console (I think. It was hard to tell as it had the same version-number as the "normal" beta?). The good, I got almost ZERO reprojection (0.1%) in 120hz (at 52% resolution. 3300x3300-ish) when trying SteamVR Home. Before I got at least 30-40%. The bad is that it introduced a strange graphical artifact. Looks a little like screentearing that "floats" up and down. It comes and goes, so its not present all the time. I tried with HAGS on and off but made no differance. At 90hz I didnt see the screen-tearing artifact, although i did not try that long.

    Whats also interesting is that having AURA-RGB enabled no longer seemed to cause any dropped frames. (tried with both on and off, and really saw no difference)

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