Synthesis Posted February 22, 2018 Share Posted February 22, 2018 Interesting. Well, that's a solution for now until SteamVR is updated again. Keep an eye out for new updates to the beta and then the public update. Valve usually updates the public branch about once a month and in the meantime a half-dozen or so beta updates come out leading up to the public update.Thanks! -John C Link to comment Share on other sites More sharing options...
Dreamager Posted February 25, 2018 Share Posted February 25, 2018 looks like they caught it, so I wonder if the OPs problems will also be sorted. "Compositor Fix for async-mode on supported AMD hardware. Fix for apps which would exit on receiving any GL error (e.g. Medium). Fix for incorrect timing reported in non-async mode for headset which require rolling reprojection. Fix for 1-frame of latency in non-async mode for headset which require rolling reprojection. Fix for losing compositor timing info when switching between non-async and async mode for headsets which require rolling reprojection. Explicitly disallow async mode when using virtual display driver." Link to comment Share on other sites More sharing options...
Synthesis Posted February 26, 2018 Share Posted February 26, 2018 It looks like SteamVR was updated with a possible fix. Can anyone confirm?Thanks, -John C Link to comment Share on other sites More sharing options...
Dev Posted February 28, 2018 Share Posted February 28, 2018 Hi John, For us, unfortunately the issue remains (guaranteed stuttering on the live build, manageable occasional stuttering on the beta build). Link to comment Share on other sites More sharing options...
Synthesis Posted February 28, 2018 Share Posted February 28, 2018 Is it possible for you to test on another computer? Maybe we can try to rule out software.Thanks, -John C Link to comment Share on other sites More sharing options...
Dev Posted February 28, 2018 Share Posted February 28, 2018 Hi again, I just tested with our secondary development PC (identical specs), and the situation is the same - stuttering on the live SteamVR build, which is mostly mitigated in the beta build (except for occasional micro-stuttering during loading screens, but nothing nausea-inducing). Since last week we have also discovered there's still occasional stuttering issues when entering "play mode" from inside the Unity editor (v2017.3). Our application gets stuck at ~10 fps and doesn't show the output inside the Vive HMD. It produces the following error in the console without further info: "Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak". This also occurs on the SteamVR beta build. Multiple SteamVR restarts are required to fix it. It doesn't seem to be an issue in deployed builds of our application, though. It should also be noted that both our development PCs run off the same set of lighthouses that haven't had their firmware updated in a while. We'll try to update the lighthouse firmware tomorrow morning and see if that helps anything. Link to comment Share on other sites More sharing options...
Dev Posted March 2, 2018 Share Posted March 2, 2018 Hi again, We can confirm that the issue persists identically even with all firmware updated on both our development PCs (that have identical specs). Major stuttering and dropped frames on the live build, less (but still noticable) stuttering and dropped frames on the beta build. Link to comment Share on other sites More sharing options...
Synthesis Posted March 2, 2018 Share Posted March 2, 2018 Can you confirm that you updated the base station firmware as well?Thank you, -John C Link to comment Share on other sites More sharing options...
Larry James Posted March 2, 2018 Share Posted March 2, 2018 Same here. It started to happen after SteamVR updated last month right before doing our first heavily advertised live public demo. Made some things unuseable luckily demo was lightweight enough to mostly work but eventually everything was dropping frames. Did driver updates, etc, nothing seemsed to help until did the Opt-in for SteamVR beta which seems to have fixed it. Thanks for posting! Seems to be working good enough for now until they roll out the beta fix to production. Link to comment Share on other sites More sharing options...
Synthesis Posted March 2, 2018 Share Posted March 2, 2018 I guess we'll just have to wait for the next SteamVR update here. At least the work around helps for now. Please keep me updated when it starts working again or if anything changes.Thank you! -John C Link to comment Share on other sites More sharing options...
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