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Jaw_B

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Everything posted by Jaw_B

  1. So what is the official response here? HTC still investigating? @C.T. 120hz still gives massive reprojection (and very noticable stuttering on objects). We hoping for a fix from nvidia or HTC? Any more information we, as users, can provide? @JackripHave you turned off HAGS, any RGB (on gpu/motherboard), and monitoring software? In 90hz you shouldnt be getting framedrops anymore?
  2. Wow, you are right about 90hz. Did not get that to work before (got reprojection/framedrops. But that was before the latest drivers/vive console updates). But now Im getting near 0 reprojection and framedrop in 90hz. 120hz is a very different story, with framedrops every 1-2 second, and 30-50% reprojection. Running a Strix 4090, 9900k cpu, 64gb ddr4, and win11 22H2, HAGS disabled, and RGB disabled.
  3. What kind of a nonsense response is that... The problem appeared when updating to the 4090. Also, Varjo headsets have the same issue (as @Aleksandr_V posted) and required a fix from Varjo. Makes me worried that HTC hasnt even started looking into the issue yet 😞 @C.T. Have any update? There are threads on both reddit and Steam about this too. (This for example https://www.reddit.com/r/Vive/comments/yuq2m9/vp2_latency_lag_with_4090_other_high_bandwidth/ ) Im on a 9900k with a 4090. So not a "new CPU" issue.
  4. Im using a 4090 Asus Strix (updated from a 3090 Strix). Noticed that when I disabled Asus AURA (RGB) I lost nearly 95% of the framedrops(!). Aura worked fine in VR with the 3090 Strix, so thats a little strange. However, I am still getting massive reprojection (easily 50% reprojection in SteamHome or when playing HL:Alyx). I always thought framedrops and reprojection went "hand in hand"? Why "reproject" if no frames are missing?
  5. You seem to get much less framedrops than me however. In SteamVR Home, and even Beatsaber, I have lots and lots of "pink lines". (on top of the reporojection). Had none of these issues with my 3090.
  6. Running the vive console in Extreme (as I want 120 hz). SteamVR at about 60% res, giving about 3x3k per eye. Getting massive framedrops and reprojection in SteamVR Home (80% reprojection). Tried Beatsabre, and got 95% reprojection. This is with the latest nvidia drivers 526.47 on a 4090 asus Strix. However, setting vive console to the lowest quality, and SteamVR to 20%, the framdrops and reprojection disapeared. But looked like crap 😞
  7. Anyone else with a similar experience with 4090? @C.T. know anything?
  8. Just upgraded my 3090 to a 4090, and I am getting lots and lots of framedrops. Same computer, only swapped GPU. Looking at the Releasenotes for the nvidia drivers 522.25 there is an open issue with "[RTX 4090] Varjo Aero HMD displays VR stutter [3833818". Looking at the comments in the forum it says: "New 4090 user and an HP G2 VR. Sounds like I have the same issue as the varjo people. Lots of stuttering even if moving head from side to side. Fresh install of everything including Windows 11 pro. Unusable." "The varjo issue is that gsync works different in the 4000 series compared to the 2000 and 3000 series. Varjo have fixed the issue, it's under testing. I'd suggest report to hp, mention flip and they will know what it is." Is this something HTC/Vive team is looking into for their headsets too? (if its the same issue).
  9. @C.T. More than anything I wish for some transparancy... Is this considered a hardware error according to HTC? Since I bought it from a retailer in sweden, they would probably replace it rather than sending it in for repairs. But if this a HW defect, is it something related to the first batch of headsets? Then I would probably just end up with another defect headset? Also, the pixel-inversion issue that we are seeing seem very similar to issues with both the Valve Index and Pimax headsets. They both solved it by releasing calibration-tools to the endusers. Wouldnt that be possible here too?
  10. My (very personal) guess is that one of early firmwareupdates broke the factory calibration of the LCD-screens. But please @C.T. give us some kind of update. Can we ever expect our HMDs to be fixed by new firmware, or should we return them? (Have already talked to the support and follow that routine)
  11. Yes. I couldnt agree more GAMEDRIX. I got my Vive Pro 2 at launch-day, and had none of the vertical lines initially. (was a very soft/smooth image). After one of the first few firmware updates I noticed that the image was much sharper, and I could see pixels for the first time. Thought at first my eyes has just adjusted to the high-res screens. But then I noticed the faint, but very noticable vertical lines. Find it so strange(and unacceptable) that the only real acknowledgements of the issue from HTC are the posts you share. Since then, dead silence. I went through support (hoping there was actual calibration software available) but all it got me was a re-installation of everything vive and everyting steamVR. Didnt fix anything. And seems noone had any luck getting their HMD repaired either from what I can read here. So please, HTC, is this an issue we, as customers, can expect to be fixed or not?`Its a very simple yes or no question.
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