[Rift] Low framerate jitter
closed
Kiama
Players using the Oculus Rift are prone to having extreme viewpoint jitter every time the framerate drops below 45fps (like your shaking your head up and down very rapidly).
The issue isn't tracking as the SteamVR overlay isn't affected and the "mirrored" view on the desktop (the rift shows what your seeing in a window) doesn't show the same problem (it's perfectly smooth).
Using brute force methods like overclocking (mainly CPU) will help as they raise the minimum FPS but thats not tackling the root cause of the issue.
Disabling AWS in both SteamVR and Oculus Home yields an improvement but doesn't eradicate it completely, I suspect these setting simply amplify the existing issue.
Its very frustrating seeing the mirrored display (in 2d) looking perfect but the VR dancing all over the place, can you look into it?
Edit: I've found a visual example on YouTube (https://www.youtube.com/watch?v=LECu9tB_HOA).
In this case it's a Vive having issues with a Oculus build of unity but the the distortion is identical.
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xerogabe106
I have ASW (and the steam alternative whos name escapes atm) turned off. I have tried to run the game with them both on and off in all the combinations. When it comes to VRC I prefer to have them all off. The issue persists regardless of them being enabled or disabled. But VRC does seem to run better with them disabled.
Mute
Happy to see this as solved, even if by a SteamVR update. Issue is gone -that's all that matters. Has made my quality of (vr?) life a lot better.
Tupper - VRChat Head of Community
closed
Closing, this issue was due to the interaction of Oculus Home and SteamVR. Per Zenny3D: "fixed in SteamVR Beta Update (1517607359) and was inherited in the subsequent SteamVR Update (1518226924)"
Tupper - VRChat Head of Community
Hi! Does this issue still persist? I haven't seen reports of this problem continuing for the Rift.
If you (or anyone else) still has low framerate jittering on the Rift, please post here with your specs, GPU driver, Oculus firmware/software driver versions, and if you're using the latest SteamVR beta or not.
Vard
Tupper - VRChat Head of Community: steam vr fixed it
Zenny3D
Tupper - VRChat Head of Community: If I'm correct, this was fixed in SteamVR Beta Update (1517607359) and was inherited in the subsequent SteamVR Update (1518226924).
owlboy
Tupper - VRChat Head of Community: steamvr fixed it.
Ask TCL, he knows the how and why even.
xerogabe106
Tupper - VRChat Head of Community: It seems to still happen to me. 7700K, 16GB ram, 1080. Vive friends with lesser specs ALWAYS have better frames than I do. Especially in troublesome worlds like Pug or Gaia. Using 398.36, Rift FW 709/b1ae4f61ae, Oculus App Version 1.29.0.651191 (1.29.0651191), SteamVR Version 2018-07-27 (1532733603) (not beta).
Tupper - VRChat Head of Community
xerogabe106: This post is specifically regarding jitter at very low framerates. This was caused by Oculus ASTW and SteamVR's ASRP conflicting.
Are you experiencing this "jittering" at very low framerates, or simply lower framerates than you expect?
I will note that the Pug in particular is extremely well optimized, and low framerates in the Pug are almost always due to users having badly optimized avatars.
xerogabe106
Tupper - VRChat Head of Community: Yes, I am experiencing low framerate jitters and lower framerates than vive users. If the pug is full, I will have crazy low framerates and jitters. While Vive users will not or it will not be as bad me. Whenever I have poor performance issues my Vive friends are always doing better than I am or not having any issues at all.
I used the pug as an example because its always full and everyones densely packed together. That seems to be a recipe for low frames. Gaia seems to be terrible even when its empty and only gets worse when people pour in. I realize that trash avatars are usually the culprit or the straw that breaks the camels back. But it still seems to do more damage to me, on my Rift, than it does with my Vive friends. I suffer harder and more often than they do. And like I said, they have lesser specs than I do.
MotoFckr9k
xerogabe106: I would guess the "jitter" you see is most probably either just ASW or ASW constantly turning on and off again.
Also this bug that is described here does not cause low fps; it just only happens/happened at low fps.
There is a couple of things you might want to know about performance:
-for me i got noticable stutter when my cpu downclocked, i wrote a post about temporarily disabling it: https://vrcat.club/threads/potentially-enormous-performance-increasement-on-intel-amd-cpus-with-oculus-others.858/
i think that this might have something to do with the cpu voltage as i do not see any difference after setting my not do change the voltage when downclocking
-if the sensor calibration of your oculus is off somehow, it might start to jitter a bit or just generally be laggy; i am not sure if they fixed this though
-there is an issue with the sensor tracking i am experiencing, though the oculus support is of course not responding or only responding out of context..
-AWS turning on an off constantly causes stuttering; you can turn it off or on completely via oculus tray tool (just make sure it actually works, sometimes you need to restart the tool after starting vrchat)
-playing with some settings in steamvr weirdly increases performance for me sometimes (changing roomscaling from little room to standing for example)
-overclocking my cpu helped to get a good amount more performance (from 3,5GHz to 4,9GHz lol)
If you find anything out about your issue it would be cool if you can update me: @ImotoFr9k#1641 on Discord
Raigho
I had this problem when i first started playing vrc on oculus, this bug is caused by SteamVR. You need to go in performance and lower the % of the cpu it takes. Keep going below until this lag disapears. It worked for me
owlboy
Raigho: Really? Can you provide more details?
Mute
Raigho: Elaborate a little, please?
MotoFckr9k
Mute: SteamVR seems to automatically set overscale now. Maybe that is what he ment. If you go into the SteamVR setting there is a point under Video that lets you manually set the overscale. You will probably want to set this to 100%. That will render SteamVR applications on your HMDs native resolution rather than lower or higher.
Mute
Constant issue I've had, although I'm upgrading my CPU to an 8th gen i7 to /try/ and circumvent it. Would be great to have some attention on this, as it's a huge comfort thing, and really kills immersion -although I know there's plenty on the map already
MotoFckr9k
Mute: on high end cpus it can help to "disable" idle. https://vrcat.club/threads/potentially-enormous-performance-increasement-on-intel-amd-cpus-with-oculus-others.858/
On my i7-7800x on windows 10 this made an ENORMOUS difference for me.
Desunyan
Appears that latest SteamVR Beta update (1517607359) finally fixed this issue! I am not getting any jitter anymore, ever at 20 fps.
Part of changelog with a fix:
Increased timeout when waiting for new frames from poorly behaved applications. This fixes rendering artifacts associated with submitting textures with different poses than they were rendered with.
Excuritas
Desunyan: Giving the beta shot then, ty!
Kiama
Desunyan: I'm also seeing a great improvement, far less jitter (more dropped frames instead); it's still there but only little vibrations rather than the all out spazz of before.
Kalista Phoenix
Desunyan: so far it does seem better, however my IPD scaling seems to be off. The guardian system that tryies to mimic my Oculus Chaperone system seems to be scaled wider than it should be, and I cannot seem to change it.
But Frame and jitter seems improved. YAY
Excuritas
This is still not fixed :/ I have like 90 fps and no jitter on all other VRgames out there, just VRchat is having these problems x.x
Kalista Phoenix
Excuritas: I think it's gotten better.
The main issue is poorly optimized avatars and worlds. But I think it's gotten better. But maybe it's because I'm not in the usually crowded places any more.
Jaudy
Kalista Phoenix: Defo hasn't changed for me, the same situation as before; the more populated the room, the worse the FPS is in the VR headset, nice and smooth on desktop but jittery and shaking in the Rift.
PT
I want to add that for people that use CPUs with active hyperthreading (all intel i7s) it's worth to try to disable it in the bios. At least for me with hyperthreading enabled it just uses half the amount of CPU power effectively cutting performance in half. Should improve the performance, but didn't do enough to fix it for me.
H
Hernan
I am so glad I found this post. I have an i5-6500 and a Gigabyte 1080 GTX and I get this exact problem you're describing. CPU and GPU are only at 50-70% utilisation according to task manager. I almost just bought an i7 thinking it would help but it sounds like that won't help much. For what it's worth when I play on desktop mode I don't get any stutter. Even in private worlds with 10-15 people I get stutter after 20-ish minutes. It's almost unplayable.
Lightning Test
Hernan:
Hey man, I can't get VRChat representatives to respond on this, but watch your SteamVR CPU/GPU usage rates. You'll see VRChat stops using your CPU/GPU almost entirely when this happens. It's not straining because of your specs,
the application is going unresponsive when downloading server data!
Even non-VR users suffer from this! But most of them don't notice, or they think it's low FPS. It's not a FPS issue, It's a TIME OUT error because the app stops using your resources and goes Unresponsive to SteamVR (usually for less than a second at a time) when downloading data. It seems like low FPS, but your FPS is steady... the app is just freezing now.
It's the January 22 patch that introduced this. Also the same patch that made players load in as transparent blue templates instead of being invisible until popping into existence. Most users (believe it or not) aren't on VR, so they don't know how horrible this can be. And the Vive seems to handle the freezes more gracefully, without overcompensating and jittering like the Oculus. Nonetheless, it's affecting everyone, it's just more pronounced because the Oculus jitters like a caffeinated knuckles army whenever a VR app goes unresponsive.
You can even open the SteamVR menu when this happens and see your FPS and head tracking are good, the app is just timing out and going unresponsive when downloading data!
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