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Nvidia has changed the render pipeline. Framedrops on Vive Pro 2+ RTX 4090.


Aleksandr_V
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It is clear there is a problem in VR with this new family of graphic cards. Not with all VR games but with many of them (the oldest ones ?). I'm not at home this week but I will try to make extra tests next week-end. I remember I also had some problems when I received my RTX 3090 (all of them were fixed later).

Concerning my setup, I can only suggest the following tests (that will not solve the problem but it can help to reduce it a little bit): 

- reinitialize Windows if you can (it is not that long...). I personnally use W11 but some people say W10 is more appropriate for VR.

-  try to deactivate the hardware-accelerated GPU scheduling in Windows (I did).

- optimize the power plan: type "powercfg -duplicatescheme e9a42b02-d5df-448d-aa00-03f14749eb61"  in a terminal as administrator then select the new option that appears among the power options.

-  try to deactivate all monitoring softwares (I had a lot of problems in the past with Afterburner (just the monitoring part of it that you can deactivate).

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NVIDIA gave me feedback today on our issue (Framedrops RTX 4090+Vive Pro 2/Varjo Aero/HP RB G2) Quote:

"Hello Aleksandr,

Thank you for your patience.

Your case is referred to me regarding the RTX 4090 with Vive Pro 2.

Yes, we are aware of this issue with RTX 4090 and  Varjo Headunit.

Our developer team is investigating currently unfortunately we do not have the ETA as to when it will be fixed.

We will keep you posted, once we have an update.

Best Regards
Zia
NVIDIA Customer Care ".

 

 

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Thanks for the update Aleksandr. However, they have to understand that the problem is not limited to the Varjo headset (we have similar problems with the VP2 and apparentely, PixMax users have similar problems). Therefore, I think this is a problem with either Steam VR and/or NVidia drivers).

Some tests to do (that will not solve the problem but may help to reduce frame drops at least): 

- reinitialize Windows if you can (it is not that long...). I personnally use W11 but some people say W10 is more appropriate for VR.

-  try to deactivate the hardware-accelerated GPU scheduling in Windows (I did).

- optimize the power plan: type "powercfg -duplicatescheme e9a42b02-d5df-448d-aa00-03f14749eb61"  in a terminal as administrator then select the new option that appears among the power options.

-  try to deactivate all monitoring softwares (I had a lot of problems in the past with Afterburner (just the monitoring part of it that you can deactivate))

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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?

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Hi! Received an official response today from a Varjo employee regarding the Varjo Aero+RTX 4090 framedrops issue. They have fixed the issue (their response is below). When HTC will fix this flaw on the Vive Pro 2 remains a mystery.

 

"

thomas.leinan_varjo.com.JPG

Thomas Leinan (Varjo Technologies)

Nov 8, 2022, 11:41 GMT+2

Hi,
 
I'm happy to inform you that the new Varjo Base version 3.7.2 has now been released. 
 
This release includes improvements and bug fixes to existing features.
  • Fixed an issue that caused image stuttering when using NVIDIA GeForce RTX 4090 graphics card.
  • Fixed an issue that caused a horizontal line artifact in the video pass-through image when the application was using eye reprojection. (XR-3)
 
Please update to the latest version and you should no longer have to use the beta build with your 4090.

Regards,

Thomas
Customer Service Specialist
Varjo Technologies

"

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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.

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It sounded like HTC is just hoping nvidia will fix it?

 

"(04:35:53) Julian M.: It might be related to latest CPU instead GPU, however, we don't have official information about that, if that troubleshooting that not works I would suggest you check with NVIDIA to keep an eye on their updates"

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That is exactly what I think. HTC waits a fix from Nvidia.

 

For my part, I tested two other games during the last week on my VP2 : Ven VR Adventure and Skyrim VR.

Like Moss II, Ven VR runs smoothly at 3k x 3k resolution per eye (90Hz) except some rare frame drops from time to time (nothing unusual  for me). Reprojection is close to zero.

For Skyrim, I reinstalled almost 400 mods and, using a similar resolution, it runs perfectly using dyndolod 3 with high settings, Ultra tree LODs, an ENB and a very heavy grass combo I was never able to use.

No problem at all (if I use the ini setting bFullScreen=1 otherwise I get a lot of reprojection and frame drops). Really fantastic and it is really a game changer (compared to my previous RTX 3090).

 

So, apparently, it depends on the "engine" used by the game. Am I right ? I'm not an expert ! Tell me if I'm wrong !

So far, I only had time to test two other games "Beat Saber" or "Space Pirate Trainer". And yes, I admit, these games are unplayable (especially Beat Saber) with a lot of reprojection. 

I do not know how to explain these differences.

Edited by Aragorn 76
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