Open MrEWhite opened 5 years ago
Sorry for the late response @MrEWhite Is this about a Vive, or WMR?
By the time you posted this the Beta was still the only one with the motion smoothing, as of this month that has been introduced to the stable non-beta SteamVR, too. (1.1.3) Is this an issue with stable now, too?
I want to first focus on the crashes, later the performance.
It actually doesn’t crash anymore on my HTC Vive. Performance is still a bit lackluster compared to the Steam version though.
From: Dragoboss notifications@github.com Sent: Saturday, December 15, 2018 12:40 PM To: LibreVR/Revive Cc: MrEWhite; Mention Subject: Re: [LibreVR/Revive] PokerStars VR (#1104)
Sorry for the late response @MrEWhitehttps://github.com/MrEWhite Is this about a Vive, or WMR?
By the time you posted this the Beta was still the only one with the motion smoothing, as of this month that has been introduced to the stable non-beta SteamVR, too. (1.1.3) Is this an issue with stable now, too?
I want to first focus on the crashes, later the performance.
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Alright... With the CPU and GPU you have there it should work fine, even with compat layers. Strange question but can you disable motion smoothing/reprojection completely and see what that does?
It might be using Oculus ASW on top of SteamVR reproj. which could cause multiple double frames on top of each other making it seem very jittery.
Nah, it still seems to be reprojecting a bit more than the Steam version
On Sun, Dec 16, 2018 at 5:01 AM Dragoboss notifications@github.com wrote:
Alright... With the CPU and GPU you have there it should work fine, even with compat layers. Strange question but can you disable motion smoothing/reprojection completely and see what that does?
It might be using Oculus ASW on top of SteamVR reproj. which could cause multiple double frames on top of each other making it seem very jittery.
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Well.... A bit more reprojection is to be expected, as you're running a combat layer in between. With your hardware however, it shouldn't need to reproject at all unless you're running it on like 500% supersampling....
I will soon be able to test if I can reproduce this issue. Please bare with me till then.
The game is kinda unoptimized in general. I'm using 200% SS in Steam and 1.25x in-game. I get no reprojection on the Steam version, and a bit on the Oculus version, but as you said, there is a comparability layer, so it might just be down to that.
On Sat, Dec 22, 2018 at 3:38 PM Dragoboss notifications@github.com wrote:
Well.... A bit more reprojection is to be expected, as you're running a combat layer in between. With your hardware however, it shouldn't need to reproject at all unless you're running it on like 500% supersampling....
I will soon be able to test if I can reproduce this issue. Please bare with me till then.
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Is it a game-breaking amount of lag/reprojection? I mean in my opinion it comes down the the compat layer or the settings.
I will attempt to reproduce this later when I get around to it but if it works good enough, don't worry about it for now, maybe lower settings a tiny little bit.
It's really not anything horrible, just noticeable really.
On Sat, Dec 22, 2018 at 4:30 PM Dragoboss notifications@github.com wrote:
Is it a game-breaking amount of lag/reprojection? I mean in my opinion it comes down the the compat layer or the settings.
I will attempt to reproduce this later when I get around to it but if it works good enough, don't worry about it for now, maybe lower settings a tiny little bit.
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When playing PokerStars VR there are two issues.
If you're opt-in to the SteamVR Beta, the game crashes
When playing, the performance is much worse than the Steam version with constant reprojection (Oculus version has working TAA and avatars, the Steam version doesn't). This is on a GTX 1080 Ti and an i7 8086k @ 5GHz mind you.
Attached is the error.log it gives. error.log