Bad asynchronous reprojection with newer versions!

Trinus Forum Forums Trinus PSVR Bad asynchronous reprojection with newer versions!

This topic contains 52 replies, has 7 voices, and was last updated by  Dekaid 4 months, 3 weeks ago.

Viewing 15 posts - 16 through 30 (of 53 total)
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  • #7715

    acsdani
    Participant

    @loxai Ooops sorry! 🙁 I always tested first with FreePIE on. Test 4, Test 5 and Test 6 all has the lagg issue, and it’s only prensent when FreePIE enabled!

    #7720
    loxai
    loxai
    Keymaster

    ok, that throws me off a bit on my search, but good to know the lag is FreePIE specific.
    Let’s see how these two do:
    https://trinusvirtualreality.com/files/psvrTest7.zip
    https://trinusvirtualreality.com/files/psvrTest8.zip

    #7721

    acsdani
    Participant

    With FreePIE:
    Test7: The weird lagg is gone, but the whole image is flickering very often (it’s somewhat like the flickering freepie problem that you solved a few weeks ago – but it’s in every 2-3 second.)

    Test8: Weird lagg plus ghosting, even when async.repr. is disabled!

    (Without FreePIE: There’s no lagg or flickering in both)

    #7722
    loxai
    loxai
    Keymaster

    what mapping do you use for FreePie? head rot + pos, controller left rot + pos, etc?
    This new test build lets you change the poll frequency (in milliseconds) to fetch freepie data, let me know what number works best (if there’s any difference).
    https://trinusvirtualreality.com/files/psvrTest9.zip

    #7723

    acsdani
    Participant

    I can’t make FreePIE (orientation, position…etc.) working at all with this Test 9. No matter how I set the poll freq. Also the PSVR’s built-in sensor does not working when FreePIE enabled,
    even when the “rotIndex” set to -1.

    I’m using the default mapping:
    {
    “head”:{
    “rotIndex”:-1,
    “posIndex”:0,
    “posScale”:0.1,
    “enabled”:true
    },
    “left”:{
    “rotIndex”:1,
    “posIndex”:1,
    “posScale”:0.1,
    “square”:”padUp”,
    “triangle”:”touchUp”,
    “cross”:”touchLeft”,
    “circle”:”touchRight”,
    “move”:”touchDown”,
    “PS”:”A”,
    “start”:”app”,
    “select”:”sys”,
    “enabled”:false
    },
    “right”:{
    “rotIndex”:2,
    “posIndex”:2,
    “posScale”:0.1,
    “square”:”padUp”,
    “triangle”:”touchUp”,
    “cross”:”touchLeft”,
    “circle”:”touchRight”,
    “move”:”touchDown”,
    “PS”:”A”,
    “start”:”app”,
    “select”:”sys”,
    “enabled”:false
    }
    }

    The last good version is Test3.

    #7724
    loxai
    loxai
    Keymaster

    that was a bug with the mapping doing partial (some from psvr, some from freepie). Should be fixed now, allowing to test the polling ms setting.
    https://trinusvirtualreality.com/files/psvrTest10.zip

    #7725

    acsdani
    Participant

    Yes, Test10 freepie is now working, but the polling ms setting doesn’t change anything. :/
    I tried 1ms, 7ms, 16ms, 32ms and nothing changes, exactly the same weird lagg and ghosting.

    #7730

    acsdani
    Participant

    Is it a bad idea to go back to the 0.9.2 build? At least 2-3 people said in these forums that it is the last good version!

    If you could send the builds since 0.9.2, we could check the build that is next to 0.9.2, and if it’s OK, then go to the next one, and so on… Eventually we could find what is the change that makes all these issues.

    0.9.2 is almost perfect, it just has the freepie flickering, which you know by now how to fix! 🙂

    #7731
    loxai
    loxai
    Keymaster

    I’m doing the code reviews based on the changes between 0.9.2 (confirmed previously working version) and current build, but having trouble pinpointing the source of the problem.

    Using the following freepie script for testing:

    if starting:
    	a = 0.0
    	b = 0.0
    	
    a += 0.01
    #b += mouse.wheel
    freePieIO[0].x = 40 * math.sin(a)
    #freePieIO[0].x = 50
    #freePieIO[0].x = b
    #diagnostics.watch(a)
    #diagnostics.watch(freePieIO[0].x)

    and with current test build:
    https://trinusvirtualreality.com/files/psvrTest11.zip
    I do get jerky movement with high polling numbers, but it is smooth with low numbers (1 to 8).
    By the ‘weird lag’ you’ve mentioned, do you mean this jerky movement where there are position jumps, going slightly from one place to the next (skipping a few virtual centimeters)?

    That aside, I saw a couple of posts about higher framerates and smooth movement with latest official version (0.9.5c) on reddit. The tips mentioned may help?
    https://www.reddit.com/r/PSVRHack/comments/8d402u/trinus_psvr_with_project_cars_2_what/
    https://www.reddit.com/r/PSVRHack/comments/8e7md0/getting_your_psvr_to_work_correctly_with_your_pc/

    #7748

    EdZein
    Participant

    For 120hz (90hz aswell), I had to go back to v. 0.9.2, tried so many settings before seeing this post. Thank you for the suggestion.

    v. 0.9.2 seems to be the last version that had good 90/120hz support.

    I also tried all the test versions, same issue as 0.9.5c.

    No freepie, PSVR on Secondary display.

    144hz monitor set to 120hz, PSVR set to 120hz.

    4690K, 16GB and GTX 1070.

    Thank you so much for the software, lots of fun. would really love to try some of the new features without losing 90/120hz support.

    #7751
    loxai
    loxai
    Keymaster

    Ok, continuing the search for a fix on the 90/120hz problem. Here are two test builds.
    First one is a barebones test. Pretty much no functionality, just testing if SteamVR can be set to run at higher freqs. Execute, then start SteamVR (you may need to switch windows main display to psvr): https://trinusvirtualreality.com/files/steamvrTest.zip
    Then here’s a standard Trinus PSVR test, reverting some previous changes:
    https://trinusvirtualreality.com/files/psvrTest.zip

    #7752

    EdZein
    Participant

    Don’t know what steamvrTest did/does, shouldn’t i start trinusPSVR first? Anyway Steam VR starts in primary display does some crazy stuff before i just stopped it and quit.

    I tried the PSVR test file. Same issue, fine in 60hz bad in 120hz.

    I changed PSVR to to primary, it reverted back to 60hz, which was easy to notice and the colours were washed out(gamma too high). same issue.

    It’s like a switch as soon as you enable 120hz in the nvidia control panel you get the ghosting/trailing. go back to .0.9.2(and i believe earlier) and 120hz works great.

    I’ll test some more when i get a chance, thankyou.

    #7753
    loxai
    loxai
    Keymaster

    unzip steamvrtest, execute, then run SteamVR (no Trinus, or even psvr, required)

    #7754

    Dekaid
    Participant

    The SteamVR Test is running fine and feels like 120hz to me, PSVR Test has the same issues as described above though I haven’t yet been able to get 120hz running without ghosting, even with 0.9.2

    #7755
    loxai
    loxai
    Keymaster

    would be best to verify the steamvrtest on the psvr (setting as main display), just to be certain as the problem might not be as noticeable on the monitor.
    and here’s a new psvr test build, with some changes to match the steamvrtest:
    https://trinusvirtualreality.com/files/psvrTest12.zip

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