March 26, 2018 at 12:42 pm #7592
Some users mentioned an fps decrease in latest build. We’ll discuss the problem here and do some tests to fix it.
If you are having this problem please state the following:
Hardware/Software specs (Win version, gpu, etc.)
Monitor setups (number, frequencies, resolutions)
Non-default Trinus settings (eg. using Nolo or FreePIE, etc.)
Any other relevant detail and tests that might bring some light to the source of the problem (for example, if you spot a difference of resources use in Task manager)
March 26, 2018 at 2:52 pm #7596
- This topic was modified 2 years, 2 months ago by loxai.
After updated to 0.9.3c, I got a bit heavy latency in steamvr home and some vr video player just like simple vrvideo player,my env are as following:
i7 8700/8G/gtx1060 6G/Win10
Dell u2417h 1920*1080@60hz, psvr 1920*1080@120hz ,extend mode, primary is u2417,(even tried to setup psvr as primary monitor but bring many troubles, gived up)
no nolovr, no freepie, just HMDMarch 26, 2018 at 7:24 pm #7600
What was the last version you tried that worked?
I’ve prepared a build disabling certain parts of code, let’s see if that makes a difference:
https://trinusvirtualreality.com/files/psvrTest.zipMarch 27, 2018 at 8:32 am #7601
The ver 0.9 does not bring so obviously latency in my mind.March 27, 2018 at 10:26 am #7602
What about this psvrTest.zip build?March 27, 2018 at 6:17 pm #7606
My setup is below. I tried again last night and unlike I had reported in my email the issue is exactly the same with the vsync checked. Also last night unlike the previous time once I went back to 9.1 the issue was still there. I had to completely uninstall Trinus then re install version 9.1 then it went back to normal.
Corsair Vengeance 2x 8GB DDR4 DRAM
Gigabyte LGA1151 Crossfire DDR4 Motherboard
ADATA Premium Pro 256 GB SATA SSHD
Deep Cool TX Mid Tower Tesseract
Trinus is the only software running
My main monitor is a projector. I run a Fit-Headless and unplug projector once game is launched.March 28, 2018 at 2:12 pm #7607
I just tried 0.93e(psvrtest.zip), headset display using extended mode, in the steamvr home, the ghost image disappeared obviously when I quickly swing left and right , this performance is very close to I set the headset as primary monitor(@0.93c).March 28, 2018 at 3:22 pm #7608
As per my email I had mentioned that the test build was giving me different scaling. I tried PSVR on PS4 last night to compare and it looks like the scaling has been wrong all along and this latest build is now correct. In the old builds everything is bigger. I only use it to race and the scaling with the old build it’s like the steering wheel is twice as far away from me as it should be. Any idea what is causing this scaling issues?March 28, 2018 at 3:37 pm #7609
are you saying that the new psvrtest doesn’t have the low framerate issue?
this test build (0.9.3e) is new, so please try it.
It seems what you are referring as scaling is the z axis position, which you can adjust with the Forward slider (or the mouse wheel if option is enabled) in TrinusMarch 28, 2018 at 4:45 pm #7610
Yes, the test build looks better, the ghost shadow significantly reduces and the latency is acceptable, the FPS is still not very high, so I have ordered a HDMI headless adapter, I will try 120 hz later.March 28, 2018 at 9:30 pm #7612
Ok, I think the problem is related to the PSVR Display selector code (which was recently updated).
I’ve done some tweaks to the psvrTest.zip (0.9.3f, same link as before) to solve it.
Let me know if it works better, and do some testing with the PSVR Display selector (ie. set it to none and see how it works, repeat setting it to a display).March 29, 2018 at 1:13 am #7613
For me 0.9.3f does work. When I launch it I get an error message. I will email you a screen shot. If I click ignore Trinus does seem to launch OK. However no matter what I chose in display selector the images being displayed are not correct. It’s like one eye is looking in one direction and the other eye in another direction. I’ll email you a screenshot of what it looks like on the monitor. You’ll see that both pictures are not exactly the same.
As for the scaling I mentioned before i tried the forward slider and it didn’t seem to make a difference. I do believe you may have misunderstood what I meant. When I said the steering wheel looks to far away I didn’t mean that I’m positioned wrong and sitting to far away from the wheel. All dimensions(or scaling) appear off. What i mean by this is let say the wheel should be 18″ diameter it actually looks like it’s double that sizes. When sitting inside the car I should be inches from the door but even-though I’m perfectly seated in the middle of the seat it looks like the door is 2 feet away. Basically the interior of the cockpit looks like it was build for a giant.March 29, 2018 at 9:16 am #7614
The error message is probably because you do not have bluetooth on your PC. That’s a feature I’m working for next version to use VR controllers, easy fix (already updated psvrTest.zip).
The view is indeed quite off, this never happened before? Could it be the IPD setting (usually should be around 0.63, depending on your interpupillary distance – distance between eyes)?March 29, 2018 at 1:56 pm #7615
IPD was off. I set it at 0.7 like with the other build and it fixed that issue. Low FPS is still the same as the other 9.3 builds. Another thing with this build that doesn’t happen with the others is, no matter were display selector is set when I launch steam VR the image that should display in the HMD is instead displayed on my main monitor. Using shift+windows+arrow doesn’t work. Since it start in full window I have to click ctrl,alt,delete to launch task manager and that also displays bottom task-bar. Then if I click the steamvr icon on the bottom task-bar i can do shift,windows,arrow to send it to HMD. Never had that happen with the other builds.March 29, 2018 at 5:27 pm #7616
Regarding PSVR Display selector, does the line ‘Moving compositor to selected display’ show in the messages window?
And on the low fps, check if this helps: http://oddsheepgames.com/?topic=being-capped-at-different-fps-depending-on-refresh-rate/#post-7598
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