Jump to content

SeleneWoS

Verified Members
  • Posts

    8
  • Joined

  • Last visited

Everything posted by SeleneWoS

  1. Hey C.T., as promised: The first test was quite successful today! Looks very good. No coil whine any more, no freeze and the Vive Console and SteamVR closed nice and easy without any error. 😄 But i think one think isn't enough to tell if it is completely fixed. I will test it more the next days, when i have more time to do so and report back to you 🙂 Thank you and the team so far!
  2. Hey C.T., thank you for your answer and thank you for the beta code. I've updated the Console and will share the result after my VR session this evening 🙂
  3. At the moment the one installed over Steam, but the problem is the same with the standalone one. Also beta/stable doesn't really affect the problem at all.
  4. Hey! hope you're still around. This problem has been bugging me since i've got my VP2 in 22. Neither the HTC Support, nor the Steam Support seem to have any interest in solving or even acknowledging this and the VP2 is seemingly abandoned anyways, as you can tell from the post frequency here. So i've been tracing the problem down myself with "process monitor" to get an idea whats happening at all when closing the vive console/steamvr. I need to investigate further, but for now it seems that the problems are caused by different writing behaviour for shaders with both programs involved and on top the excessive logging behaviour of the Vive Console. When i delete everything in (just skip when a file is in use, delete everything else): Logs: C:\ProgramData\HTC\ViveSoftware\ViveVRRuntime\logs C:\ProgramData\HTC\ViveSoftware\WaveConsole\Log Shaders: C:\Users\<yourwindowsaccountname>\AppData\Local\D3DSCache C:\Users\<yourwindowsaccountname>\AppData\LocalLow\NVIDIA\PerDriverVersion\DXCache it succeeds in 8/10 cases to successfully quit VR without a crash. The problem is seemingly that Vive Console writes to one, SteamVR to the other shader cache and the shaders get corrupted for an unknown reason when quitting VR. You can try this without any harm, shader caches get rebuild anyways when starting a game. These aren't my final results of the problem, but for me valid workaround to get some peace when using this otherwise really gread VR Headset. Got a shortcut for this on my Stream Deck and i'm going to code a little tool for this. When i can find more, i will share this here, if permitted. :)
  5. YOU Sir, are an absolute genius. 🙂 I've read your tipps over at reddit and here and, being an IT and tech person, couldn't believe something like that would work at all. But it did. Anyway, my story: I've send my VP2 in for repair to Romania in January for a complete different problem (the good old Vive console freezing that htc never acknowledged). Bought a second VP2 in the meantime and wanted to keep the old one as a replacement just in case and the warranty for that has ended in February anyways. Used the new VP2, the old one came back from the repair center with a new cable, put that away in it's original box for easy replacement, in case something happened to the new one. Now a week ago the nose ruber piececame loose on the new one after only 2 month, HTC denied a warranty repair and wanted 175€ for this little rubber piece and i've sent it back to amazon, getting the whole device replaced by them. Tried to use the old one, connected everything and had the whole vertical colorful lines thing together with heavy screen flickering. Support couldn't really help me and i've just tried your solution, using the HMD for a few hours, first on a rather dark game "Ghost Signal: A Stellaris Game" and as you promised the colorful lines mostly went away after 2-3 hours. The flickering however stayed for another 4-5 hours, but is gone now, too. Seems like the technicans at the repair center pulled the plug or turned the Linkbox off while they've tested my old VP2 and the pixels froze completely. End of Story: The VP2 need to be shutdown the right way, closing the Vive Console so that the "space screensaver" can be displayed and the screens can turn off the right way. I don't know if the cable pulling is really needed, but i'm using my VP2 almost daily, so maybe that is only the case if you're not using it as often as i do. Thanks again Lockwood_bra. =)
  6. Hey together, i sadly have to "revive" (haha) this topic. While the method of closing all overlays is working better than before, it doesn't work every time. The best that can happen is, that SteamVR closes fine or crashes with the prompt to close or restart it. The worst that can happen is, that it freezes the whole system again. Sometimes it recovers and crashes with the above prompt or closes completely. Sometimes it stays frozen and i have to hard reset the machine. Aside from the crashing the biggest issue is, that somehow the process is causing heavy load on my graphics card and the whole system. When the Vive Console crashes SteamVR i have heavy coil whining from my card and the fans ramp up to full speed and stay there until it either crashes or i hard reset the system. That is not an acceptable behavior. And it is definitely the Vive Console that causes this issue. When i connect my old Vive Pro 1 everything works fine, even closing with as many overlays active as possible, even with the LIV compositor still running. Nothing i have tried can stop this. I've reinstalled Windows, tried over 30 different graphics drivers, uninstalled my AV solution, updated and downgraded almost every driver and nothing helped here. Every SteamVR Software and Vive Software is on the exception lists of my AV. I've changed SteamVR and the Vive Console from stable to beta and back in every possible combination without any impact on this. Switched to every possible USB Port on the system (and there are a lot of them) and the Vive is now connected to the recommended FrescoLogic USB PCIe card. Switched the DP Ports on the graphics card, too. I've even changed graphics cards to see if this helps. It did not. The strange thing is: When i restart the HMD over the usual SteamVR menu it can quit and restart it just fine. Only quitting/closing it causes the issue. And it does not matter how i close SteamVR, be it via the overlay in VR, by closing the Vive Console or by closing SteamVR on the desktop. So what is the Vive Console doing here, that HTC can't fix since release of the Vive Pro 2? Why the heavy coil whine and why the system freeze and/or SteamVR crash? As written above, it does not and did never happen with the Vive Pro 1, only the 2 with the Vive Console is causing this. My system was replaced piece by piece over the course of this problem, so this can be ruled out, too. From a Ryzen R9 3900X / 32 GB RAM / Asus Rog Strix 2070 OC Super to my now Ryzen R9 5950X, 64 GB RAM / Asus ROG Strix 3080 TI OC. I really don't know what else to try to get rid of this issue. I really love the VP2, but the console is really killing this feeling every single day when i want to end my VR session. (Sorry for the wall of text)
  7. I can second that. I was mildly puzzled to see the new resoution numbers. Before the Update, i was running at around 4000x4000, but not as a steady value, it shifted from SteamVR start to SteamVR start. ranging vom 3100x3100 to 4200x4200. After the update, the resolution tells me this: The image quality dropped in a few games, making aliasing more visible, the performance dropped in some cases, too. Running von an Ryzen R9 5950/64gb RAM/3080 TI
  8. long time reader, first time poster. Time to change that 🙂 Got my Vive Pro 2 yesterday after i decided to upgrade from a Vive Pro 1. Yeah i know, i already miss the AMOLED-Black. I'm quite happy with it (but my eyes need time to adjust to the new sweetspot) and gone through the tweaks i found via reddit like Auto brightness off, AutoRes off, 10mm facemask (lucky the Kiwis from my Pro still work), but i'm missing the Nvidia HD Audio Sound. With the Pro 1 i had the Speakers (Vive Pro Multimedia Audio) and Nvidia High Definition Audio (Vive Pro) as sound sources and that was wonderful, as i used the Nvidia one to stream my gamesound via obs and the "Speakers" for everything that should not be on stream, like teamspeak, other browsers and stuff. Basically the speakers audio was over USB, the Nvidia audio over Displayport. Thats missing now, the Nvidia Control Panel states, that the Vive Pro 2 Linkbox (2.0) isn't an audio capable display. I've reinstalled the drivers, even with DDU but to no avail. i also reinstalled SteamVR and the Viveconsole, cleared all SteamVR-drivers via developer options and rebooted way too often. I used all cables that came with the Pro 2, nothing from the Pro 1 remained. Whats left to try is connecting my Pro 1 to the Linkbox 2.0 and watch what happens then, but i'll need to do this when i'm home. Is it normal with the Pro 2 to only have the USB-Audio? In more or less direct comparsion the audio from my Pro 1 sounded a bit better with the sound over the graphics card. Is the Vive Console interfering with the DP-Audio? Now for the relevant Specs: Lastest SteamVR-Beta (1.21.8) Latest Vive Console Beta (2.1.20.2) Latest Nvidia Driver (511.79) Graphics card: Asus Rog Strix GTX 3080TI OC Google wasn't really helpful in finding anything related to that, so maybe someone here has any idea. Ty :)
×
×
  • Create New...