1.0.7 has serious bug since november, 1.0.6 doesn't work due to suicide switch

Trinus Forum Forums Trinus PSVR 1.0.7 has serious bug since november, 1.0.6 doesn't work due to suicide switch

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This topic contains 15 replies, has 3 voices, and was last updated by Avatar cheater 1 month ago.

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  • #8561
    Avatar
    cheater
    Participant

    Hi,
    1.0.7 has a serious bug that has the following symptoms:
    1. the display drifts slowly
    2. when you restart trinus psvr and it undergoes calibration, it deduces some bogus values, like -511,67 18,66 12,03

    There are some pretty big issues with Trinus that have me really upset:

    1.0.6 doesn’t work because you put in a date check that simply makes it stop working. Which is very egregious. You simply shouldn’t be doing this with software people pay for, and it’s a terrible move.

    Release a version of 1.0.6 that works today, because 1.0.7 is not fixed and there hasn’t been a fix for four months. Which is pretty terrible as well. There should be work being done on fixing this, after all this is commercial software, it’s not a freebie.

    There’s also the persistent bug that when Trinus calibrates correctly, it resets to the value -180 0 0. Which is WRONG. I’ve mentioned this subject multiple times. It should reset to 0 0 0. The value -180 0 0 means that the user is looking backwards, which is NOT what you want. Some apps work around this oddity, but some programs simply do NOT work with this. This must be fixed as well. If you insist on having the ability to calibrate to -180 0 0, just make it a setting. But the correct value to calibrate to is 0 0 0.

    Trinus PSVR 1.0.7 is seriously broken

    #8562
    Avatar
    cheater
    Participant

    BTW, just wanted to make this clear, the drift is slow but over several minutes it’s enough for the view to be at a VERY uncomfortable angle, and after half an hour it’s almost upside down.

    Pressing the reset button makes the view reset to some stupid value, like above with -511,67 18,66 12,03. So you can’t even reset every few minutes to fix the drift. This makes the software pretty much impossible to use. There’s not even a good workaround that one could use. Please fix it asap, remove the timed suicide switch, and make the thing reset to 0 0 0 when you press the reset button.

    #8568
    Avatar
    cheater
    Participant

    Just to clarify, the bug actually existed since October, not November.

    #8570
    loxai
    loxai
    Keymaster

    I’ve been preparing an update to fix some of those issues.
    Please try and let me know how it goes for you.
    http://trinusvr.com/files/TrinusPSVRSetupBuildTest.exe

    #8574
    Avatar
    cheater
    Participant

    The drift is much less now, and resetting kind of works now, but it still resets to 180 0 0, which is backwards. It has to reset to 0 0 0.

    Did you remove the time limit? We can’t have situations like these again. It’s really bad.

    #8575
    Avatar
    cheater
    Participant

    Finally able to run Trinus, there are a few issues that are still in the program since almost the beginning:

    1. doubled / fuzzy output. Reported in August ! http://oddsheepgames.com/?topic=fuzzy-doubled-image-when-moving-head

    It looks like you’re doing some form of double buffering somewhere before sending the frame to the screen, and it looks like you’re reading the buffers the wrong way around.

    2. red screen after interacting with desktop apps. When Trinus is running, and you e.g. open the browser or explorer, the screen turns red. This even happens if those programs don’t actually go to the psvr screen, just the main 2D screen (desktop monitor). This exists since the very beginning. Looks like again a problem with the buffers – looks like Windows moves around the location of virtual textures or something like that, and you’re not using the new values. I’m guessing there’s an OS event that lets you know you need to update your memory configuration.

    #8576
    Avatar
    cheater
    Participant

    Issue 2 means that I have to restart Trinus, steamVR and the VR app every time I have to do something on the desktop, like copy a file.

    Issue 1 means I have to reboot every time I want to use Trinus.

    #8577
    loxai
    loxai
    Keymaster

    resetting at 180 is fine. fwd is whatever is set in SteamVR config.
    double image can be removed at higher display refresh rate (some SteamVR settings may help too), but it’s inherent to the Trinus SteamVR driver. same goes for the red screen: these are limitations with the driver, which will show up depending on software/hardware combinations.

    #8578
    Avatar
    avg54
    Participant

    Glad to see you’re still working on Trinus!
    Unfortunately, it doesn’t seem that beta fixed the issues. At least not for me. Drift still presents and increasing sensors’ deadzone makes movement rather sluggish and uncomfortable. Still not able to use PSVR on PC since summer, before that it worked flawlessly.

    #8579
    Avatar
    cheater
    Participant

    I didn’t have the double image before some specific version, I think it was 1.0.x. My refresh rate on PSVR is 120Hz, the maximum. What SteamVR settings are you talking about?

    If the issues are in the Trinus SteamVR driver, then that’s the part that needs to be changed. Where does the issue lie?

    You have not answered about the time bomb. Have you removed it?

    #8580
    Avatar
    cheater
    Participant

    I don’t see a setting in SteamVR that would let me set 180 0 0 as the forward direction.

    I also don’t see any settings that would help change the refresh rate above 120 Hz. As I said already, the double image doesn’t happen the first time I start Trinus after rebooting. So clearly it can work, there’s just a bug that prevents it from working after Trinus is started up again.

    #8581
    Avatar
    cheater
    Participant

    I mentioned it in August (6 months ago) in the thread I linked to.

    Sometimes (maybe a little less than half the time) when I use Trinus PSVR, quit the program, and then use it again, the following bug occurs. When I move my head, it looks like two subsequent frames are overlaid over each other. You don’t see it when you don’t move your head because the frames are very similar, but when you do move your head the frames are offset, and e.g. if you have text like A / B it starts looking like AA // BB. Of course the faster you move your head the more offset the frames are, but it’s always noticeable and a pretty serious issue that makes it impossible to use. Rebooting usually fixes the issue.

    • This reply was modified 1 month, 1 week ago by Avatar cheater.
    #8583
    loxai
    loxai
    Keymaster

    I do not know the reason for that bug regarding double image and don’t have a suggested solution for it, sorry.
    if by time bomb you refer to the forced update, no there isn’t one anymore.

    #8586
    Avatar
    cheater
    Participant

    What have you tried to do in order to figure out the double image bug? I am a programmer as well, so perhaps I can give you some ideas.

    #8587
    Avatar
    cheater
    Participant

    What does your data pipeline look like when sending the image out to the PSVR? You get some sort of buffer from SteamVR, how does it make it to the monitor? What are the exact steps?

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