01-11-2019 04:30 AM - edited 01-11-2019 04:35 AM
I spoke too soon!
I am still seeing high CPU utlisation with the CPU i5 7600K running on Windows 10, 32GB memory, Nvidia GTX1080, latest BIOS and non-beta SteamVR.
I have even tried dialling down the resolution to 160% - SteamVR recommands 200% for my CPU/GPU.
@Synthesis any further thoughts on what else I can do?
One is at 180% and one is at 160% (time of capture makes it look a bit better than it actually is).
01-11-2019 07:12 AM
@tris2n Try starting with setting both supersampling values to 100%. And see the CPU load together in fpsVR and windows task manager (they show different values). Gradually increase the global resolution setting in steps of 10%. The algorithm for automatic set of supersampling by 200%, depending on the video card model, is unknown to us. Start with 100% and increase until the frame rendering time is less than 9 ms.
01-11-2019 08:15 AM
You are right @Saint666 there is roughly a 20% difference between what fpsVR show and what windows task manager shows, with task manager being the higher. For clarity, all of my CPU percentages below are from windows task manager. All of my frame rendering times are from fpsVR.
I started doing what you said and there was only a small jump in frame timing improvement between running at 50, 100, 150, 200 and even 300% resolution. My next thought is this has to be CPU bound.
I shutdown as many tasks as possible, chrome browser, items in the quick bar, etc. even the Advanced Frame Timing tool in the SteamVR settings, which I noticed uses roughly 15% CPU. That reduced my general CPU usage with SteamVR running to around 70% before running a game (it is usally 80-85%).
Then I started my reference game and slowly increased the resolution from 50% up to 300%. The CPU always stayed below 100%, and the CPU refresh rate well below 9ms, even when I was at 300% resolution! It was only really the GPU that went up each time and even that only went above 9ms (to 12ms) when I was at 300% resolution.
So for me anyway, this is most definitely a CPU bound issue, regardless of the resolution. In otherwords if I hit 100% CPU, even for a short time it will result in poor performance, which I guess is what you'd expect.
I think the only way this can be resolved is for Steam / HTC / whoever to improve the efficiency of SteamVR, which currently stands at 40%+ CPU on my fairly decent system, and the Compositor, which stands at 35%+ CPU, which is collectively between 75-80% CPU and that is before running a game, which will take upwards of 10-20%.
Until they improve those two items I will need to play with quite a lot of things shut down or build an even more expensive CPU beast (mine was pretty expensive as it is).
01-11-2019 08:43 AM
@tris2n But how does the system behave when connecting the helmet with a wire? What processor load and what processes on the reference super-sampling value are 100%? you need to understand the difference in the load on the processor between the wired and wireless connection
01-11-2019 09:20 AM - edited 01-11-2019 09:21 AM
@Saint666 I'd assumed there is a difference purely because I had absolutely no stuttering / choppy performances using wired, which I had used for nearly two years. I agree though, that's the only way to know for sure so I'll do some measurements but it'll probably be in a week's time when I have more free time. I'll post back once I have them.
Even if I get similar measurements, i.e. Wired = Wireless then the Wireless may not be at fault, at least for me, but Vive's CPU working specs are clearly wrong as I am well within their specification.
01-11-2019 09:54 AM
@tris2n I think the guys from VIVE were very modest in describing the minimum requirements for a wireless adapter A computer for VR should have sufficiently high characteristics. Couldn't they say, “hey guys, we released a cool product, but you still have to improve your processors”
01-12-2019 10:50 PM
I am also having this issue withan i7-1930 @@3.4GH 3.70 GHz, 64 GMB RAM, 64 bit. i feel like this should just be plug and play...
01-16-2019 03:27 PM
I will readily admit that I am at the bottom of the knowledge totam pole with regards to this issue, but it turns out that the solution for me was to remove the second of my $850 RTX2080 video cards..... a very bitter sweet solution.
01-17-2019 09:25 PM
01-17-2019 11:26 PM - edited 01-17-2019 11:26 PM
2-gen Intel processor should be changed to something more modern
01-20-2019 10:56 AM
As someone wth a high end PC and a Vive Pro that is unusable with Vive Wireless due to jitter, I would appreciate it if Vive Support could at least give some examples of PC configs that we’re used for testing at Vive that are known to be good. At least that would help some of us determine what the cause might be.
Clean Windows 10 Install
MSI Carbon AC Z370
Intel i7 8700
Corsair 3200 MHZ Ram
01-20-2019 02:14 PM
Feel free to shoot full of holes as I'm using observational references at this time.
I have an i7-7700K with 32GB RAM and have intermittent grey-outs while playing. I've been able to mitigate these by turning off my antivirus and firewall (both Microsoft Windows 10 default products). When I DO have grey outs the issue appears as a disconnect in SteamVR, not an issue with the general OS function or GPU function. My pet theory is the Intel WiGig pushes the CPU so hard any break in the timing, like the AV updating or scanning (priority issue?) will cause SteamVR to read that as an interruption of connection to the headset and disconnect temporarily. I really really wish Intel had made this thing work through a discrete GPU or at least allow us to offload the process to the built-in GPU on the CPU.
It's probably made worse by recent OS 'fixes' and new Intel microcode that mitigate the Spectre vulnerabilities discovered last year. Those fixes trash some performance use cases on Intel processors, and won't be re-worked into a less performance-trashy form in Windows 10 until March (or whenever it ended up getting pushed out till).
I'm going to try the wireless out on an i7-8700K next week and see if there's better performance for me.
01-20-2019 10:56 PM
01-22-2019 03:28 AM
Hello there... Here to share my experience, and hopefully help solve this issue for me and everyone else.
Vive Pro w/ Wireless (Duh)
Clean Windows 10 Install
ASUS WS Z390 PRO
Intel i9 9900K
RTX 2080 Ti
32 GB Corsair 3000 MHZ Ram
Steam VR beta or not (no changes)
I built this rig this week-end, and it replaces an older 4790K/1080 setup that was working OK w/ wireless.
This new PC munches trough benchmarks and works as expected in pancake mode, but offer very poor performance in Wireless VR. It works, and is useable in certain titles (Beat saber for instance), but even with very low SS (1.0 and down) there is still reprojection and missed frames happening, except in Steam Home VR, where I can just crank the SS to 5.0 with no adverse effect whatsoever(but no visual indication of any change either so it may be a special case and be immune to config changes, I don't know).
Other titles, namely Fallout 4 VR, is just laggy, jittery, and nausea inducing. Worst offender seems to be Subnautica though, which I now have to play at 0.2 SS to get 90 FPS...
I have not yet tested to connect the Vive pro to this machine with the original cables (but I might just to rule out any possible other issue). I have a clear line of sight between the WiGig emitter and my Vive pro, the signal is maxed and I have seldom witnessed a signal lost grey/blueish screen. Just pixellation galore and severe glitches with lateral movement and stuff.
After reading on the subject, I suspect the issue is a mix of flaky software and a WiGig PCIe adapter that is particularly finnicky about the slot you put it in. My motherboard only has one PCIe x4 slot, that can be set to work at either x2 or x4 speed but that shares some lanes with something else on the mobo, maybe an USB3.1 connection, not sure... Anyways, both config have the same effect.
Someone that knows those things better than I do tell me if it's worthwhile to try and put the WiGig adapter in a x16 slot. One can work at x16 and is the recommended choice for 2 way SLI, and the other one not blocked by the GPU is a x8 speed max.
01-22-2019 04:38 AM
Guys, I do not understand why everyone use a CPU with a K index for a gaming computer? Why do you need graphics integrated into the CPU?
@mono1337 in a few hours (need to pick up the Steam controller from the child ) I will test my configuration with the Subnautica. Fallout4VR and SkyrimVR I have already tested, see above.