ValveSoftware / SteamVR-for-Linux

Issue tracker for the Linux port of SteamVR
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SteamVR home flickers a lot #82

Open DataBeaver opened 6 years ago

DataBeaver commented 6 years ago

Your system information

Please describe your issue in as much detail as possible:

When running SteamVR home, the screen flickers at a rate of 1-2 Hz and briefly displays an image at a significant offset. I cannot easily tell if it's translation, rotation or both. It's somewhat content dependent; in the summit pavilion it occurs in most places but if I move to the isolated spot in the garden and look to the right of the house, the flickering disappears. On Mars I rarely see any flickering.

Frame timings show distinct spikes while the flickering is occurring: steamvr_frame_timing

ChristophHaag commented 6 years ago

Related: https://github.com/ValveSoftware/SteamVR-for-Linux/issues/68

Are these spikes to related to very regularly moving the headset back and forth into a specific direction or does it look like this when it's not moving too?

DataBeaver commented 6 years ago

It looks like this when I'm holding the headset still. There's bound to be some noise from my muscles, especially since I held the headset in only one hand while taking the screenshot, but I'm not making any regular movements on purpose.

Plagman commented 6 years ago

Just to double-check, does it get better if you set PowerMizer to "prefer maximum performance" in nvidia-settings?

DataBeaver commented 6 years ago

Nope, PowerMizer setting has no appreciable effect. I suppose I could try counting flickers per minute to obtain an objective result, but subjectively it isn't any better.

Olm-e commented 6 years ago

Hi, on my side, with drivers 387.34, I get really unstable and flickering (unusable)result if powermizer is on Auto mode, and correct rendering speed with it set to maximum performance, linux mint 18.2 with laptop i7 and nvidia 1060 it is same for SteamVR or/and OpenVR app like Godot engine with openvr gdnative tks for pointing this !

danginsburg commented 6 years ago

I have this repro'd here. I don't have it root caused yet, but it appears to be due to an interaction between our adaptive sampling method and incorrect GPU timestamps being reported on the vrcompositor. As a temporary workaround, you could launch SteamVR Home without auto fidelity enabled:

~/.local/share/Steam/steamapps/common/SteamVR/tools/steamvr_environments/game$ ~/.steam/steam/ubuntu12_32/steam-runtime/run.sh ./steamtours.sh -vulkan -vr -noautofidelity

The problem also happens on 387.34 (not just 387.22) and I don't believe it is related to PowerMizer settings (at least on my machine).