It seems to run smoother, suggesting it is actually using the dGPU as opposed to without the launch option, but it still opens VRCompositor on the monitor rather than the Valve Index. SteamVR's frame analysis shows CPU bound with the purple "compositor taking up the entire graph while the GPU is not overly stressed. I have found I can get SteamVR using video memory (monitoring via radeontop -b 3) using DRIPRIME1 command in Launch Options. Profiling shows CPU at 65% WaitFOrRenderThread. I'm wondering if this is a SteamVR OpenXR implementation issue or maybe it is something video card related (NVIDIA 2060). Once more, after a while it gets really bad and I stop, it seems to permanently impact SteamVR until I reset it completely (impacts other games) and even home where I see the same stuttering. With Oculus I easily maintain the required 80fps, but even setting SteamVR to 80hz it is dropping way,way below that with ghosting as you move hands, stuttering, etc. The bad news is that performance of my game with the Index and SteamVR is really, really bad. 3 General PC Troubleshooting 4 Headset 5 Controllers 6 Base Stations 7 Tracking Issues 8 SteamVR services 9 If All Else Fails HTC Vive Pre Installation and setup For instructions on first time setup and installation of your Vive Pre, please see the installation guide. The good news is that outside of some minor things I know I can or will be fixed like offsets, change seating position, etc everything works! It only took a few minutes to add the specific bindings I needed for index and prioritize them in input manager. I decided to get a Valve Index so I could switch to the OpenXR plugin and give it a go. I've been developing my game using the Oculus XR plugin and all the new XR tools (including new input manager) for over a year now and things have been going well.
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