Fuzzy doubled image when moving head

Trinus Forum Forums Trinus PSVR Fuzzy doubled image when moving head

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This topic contains 15 replies, has 3 voices, and was last updated by Avatar cheater 2 months, 3 weeks ago.

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  • #8292
    Avatar
    cheater
    Participant

    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.

    #8298
    Avatar
    cheater
    Participant

    This was in 1.0 by the way, I haven’t tried 1.0.6 yet.

    #8299
    Avatar
    cheater
    Participant

    issue still exists in 1.0.6. This is actually pretty common now. I’m not sure if this was so common in 0.9.9.

    #8301
    loxai
    loxai
    Keymaster

    the new version has a display refresh rate option, it is possible it changed to a rate that is not suitable for your hardware. Try changing between the different values (60, 90 or 120hz)

    • This reply was modified 4 months ago by loxai loxai.
    #8303
    Avatar
    cheater
    Participant

    it’s 120 Hz. It was always 120Hz and it always worked. The PSVR is 120 Hz, and my gpu (1080ti) supports that. Now, it also works at 120Hz most of the time, but not always, and then I have to reboot the pc. The issue started with 1.0, which didn’t have the refresh rate option.

    #8305
    loxai
    loxai
    Keymaster

    it could be related to some of the settings that were readjusted after 1.0: the drift correction or (more likely) the smoothing.
    if you run the empty SteamVR room, with the timing statistics enabled (in SteamVR settings), how long does it take to render a frame? 1.6ms, 2.7ms or something like that?

    #8306
    Avatar
    cheater
    Participant

    It takes very little time to render a frame. I attached a screenshot of the debug view.

    I tried taking some screenshots of the bug. And captured a video. But they don’t show the bug.

    I took a screenshot using windows snipping tool, and the lines in the empty steam vr room look ok. But when I move my head left to right, the vertical lines are doubled up. I also captured video using OBS but that didn’t show anything. Still, I can easily see the bug in my PSVR v2.

    screenshots:

    Trinus fuzzy image bug

    video capture:

    I took a video using my mobile phone to show the bug. The video is fuzzy and dim but you can see the bug in still frames and you can see it a little in the video.

    video:

    screenshots:

    Trinus PSVR fuzzy image when moving

    Note that in the screenshots a single vertical line shows up 3-4 times. If I look at it with my own eyes, I only see the lines twice. I think the camera shows the line 3-4 times because it records at lower Hz, so every frame the camera takes is several frames that the PSVR displays, so you get more copies of the line.

    #8314
    Avatar
    cheater
    Participant

    ok this bug now happens almost always for me, sometimes if i reboot the bug is not present, but it almost always is present. can you please look into this? it’s pretty serious for me at least

    #8317
    Avatar
    cheater
    Participant

    Have you been able to reproduce this issue? Thanks.

    #8319
    Avatar
    cheater
    Participant

    Hi, can you please give an update about this. The issue has been around very long already. Have you been able to reproduce it? Thanks.

    #8320
    loxai
    loxai
    Keymaster

    there was an issue that I recently corrected with the PSVR Monitor driver (download updated), but I don’t think it will fix this issue. I do not have any suggestions atm

    #8321
    Avatar
    cheater
    Participant

    Have you been able to reproduce it at all?

    Thanks

    #8322
    Avatar
    lazzonn76
    Participant

    Yes the problem also exists in version 1.0.6b unfortunately, and if you notice well you notice in the videos that published the boy that there is an inversion of the axes in fact you do not have the black arrow in front, I managed to improve the problem of the axes using driver4vr which has vr view utility, I am very sorry for trinuspsvr I would like so much that this new release worked well as the 0.9.8b but with the new options added now, the problem of skipping frames I remember to make it work well for 120hz the 0.9.8b I used the cru program and a firmware for psvr that made the psvr native to 120hz and worked perfectly

    #8329
    Avatar
    cheater
    Participant

    ok apparently a second person can reproduce this

    #8343
    Avatar
    cheater
    Participant

    Hey lazzonn76, what is the psvr firmware you are talking about?

    Yes, the inversion is stupid. The PSVR resets to -180,0,0. At some point around 1.1 it started resetting to 0,0,0 but then the developer changed it back to -180,0,0. I never found out why.

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