Bad asynchronous reprojection with newer versions!

Home Forums Trinus PSVR Bad asynchronous reprojection with newer versions!

This topic contains 33 replies, has 7 voices, and was last updated by  Dekaid 1 week, 5 days ago.

Viewing 4 posts - 31 through 34 (of 34 total)
  • Author
  • #7756


    Yea I did try it on my PSVR, it felt like the ghosting was gone, tho it could also just be that the turning speed was too high for me to even notice it as this psvrtest still has the same problems somehow…
    I’m still not completely sure if there isn’t a bottleneck on my end though, seeing how I cant even get 120hz to run in 0.9.2 (except for enabling reprojection ofc), running just the steamvr dashboard (just the white space) actually gives me 120hz on any version, but as soon as I start any application (even steamvr home and only looking at the floor) it goes down, but looking at my task manager none of my pc components are even remotely close to high usage



    Same issue with latest test version.

    tried steamvrtest, without PSVR display.

    No ghosting on monitor. I used rivatuner to check fps, test starts out at 60fps(seems capped) but only running GPU at 1600Mhz before quickly clocking GPU down to 899Mhz and producing 30-40fps for the rest of the duration(before manually forcing close). Not utilising full GPU speed.

    PhoneVR_sdk.exe(steam test file) takes 41% CPU usage and 39% GPU usage(Task Manager) before even starting steam VR (on my pc).



    seems im in the same boat as lecitron,tried quite a few of the test builds and latest version and still get ghosting,so much so the motion sickness makes things unplayable.

    went back to 9.2 (thanks acsdani) same thing.

    with all versions the async switch in steam developer options does nothing,(same as lecitrons problem) always shows as off in its status to the left.
    heres the weird thing: in 60hz steamvr display timing shows massive cpu late starts,its just looks like one long red bar and serious juddering,90hz solves this with just the odd small spike but then the image ghosts badly when looking around.

    another weird point is steam vr home room sometimes runs smooth other times juddery,both times with no ghosting!!

    spec is:

    win 10 (win7 would only work in a mirrored display@60hz)
    fx6300 @ 4.5ghz
    gtx970 @ 1500/6000
    steamvr test score 6.8 well into the green




    I re-checked both the SteamVRTest and the PSVRTest that was made based on the SteamVRTest’s changes using Fraps. It appears with any version of Trinus, SteamVR only ever gets to 90fps, the SteamVRTest was the only one that got 120fps while the PSVRTest after, again, only got 90. Whats even weirder to me is the setting always-on reprojection makes it feel like 120fps but fraps still only shows 90.

    Going by this, I should be able to set my monitor to whatever refresh rate I want and my psvr to 90hz and it should work okay, but it doesn’t really feel as smooth as 90hz should.

    So basically:
    – SteamVR can run at 120fps for me as the SteamVRTest shows
    – SteamVR only hits 90fps for any TrinusPSVR version, even the one that was made based on the changes of SteamVRTest

    … weird.

    • This reply was modified 1 week, 5 days ago by  Dekaid.
Viewing 4 posts - 31 through 34 (of 34 total)

You must be logged in to reply to this topic.