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Suddenly Missing Frames


Buckman71

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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

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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."

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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.

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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. 

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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.

 

 

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