Forum Discussion
MrKaktus
11 years agoExplorer
Win8.1 judder in landscape(flipped) [working WA proposed]
Hi, I've recently installed Windows 8.1 Pro as second operating system.
I'm observing that Extended Desktop mode is no working correctly ?
Somehow this issue is not picked up by anybody?
Here are just 3 threads I fould that mention this issue:
https://forums.oculus.com/viewtopic.php?f=34&t=17545
https://forums.oculus.com/viewtopic.php?f=34&t=16829
https://forums.oculus.com/viewtopic.php?f=34&t=15972
In short:
- When in Extended Desktop mode:
- Oculus Display is detected differently on Windows 8.1 and Windows 7
- In "Landscape" mode there is no Judder ( but everything is rotated by 270 degree, so it looks flipped upside-down ).
- In "Landscape (flipped)" mode display is properly rotated by 90 degree, but there is terrible judder.
My observations after reading other threads:
- Windows 8.1 has no Aero mode to disable, so it won't fix it
- Nvidia drivers are no longer supporting display rotation on GPU (since WinXP) which means desktop compositing system does it on CPU, and then it probably forces sync of all displays to common refresh rate which is 60Hz - Judder appears.
- Windows 8.1 does display rotation in reversed direction in comparison to Windows 7.
WA proposed by others that are not taken into notice:
- Decrease resolution of primary monitor and force it to 75Hz -> Not every display can be bumped to 75Hz
- Set Oculus DK as primary monitor -> I don't believe any customer will integrate into his settings so much, it's to complicated for end users, then they need to switch it forth and back, Oculus should just work for them
- Disable other displays except Oculus -> the same as above
My WA proposition for now (will need to implement it):
- Set in Extended Desktop mode Oculus to Landscape (everything is "upside-down" but we don't have judder).
- Detect in game Windows 8.1 (somehow??)
- When performing distortion rendering take into notice rotation by 270 degrees and flip everything with proper matrix
- As a result this should remove issue for now
Reproduced on:
- Windows 8.1 Pro
- Oculus DK2
- Extended Desktop mode
- NO legacy support for DK1
- Rift Saver ON
- OpenGL, NON-SDK cutom rendering (works correctly on Windows 7).
- VSync is ON.
Cannot observe the issue in OculusRoomTiny 0.4.4 (works correctly in both SDK, and Custom rendering mode).
It renders in DX11 so maybe difference in swap-chain is the answer?
OculusWorldDemo (forced to GL) is not detecting properly DisplayID for HMD which results in creating window on Monitor instead of Oculus so I cannot check judder there.
Question to dev team:
- Can you confirm judder-flip issue on Windows 8.1 and Oculus OpenGL Extended Desktop mode ?
I'm observing that Extended Desktop mode is no working correctly ?
Somehow this issue is not picked up by anybody?
Here are just 3 threads I fould that mention this issue:
https://forums.oculus.com/viewtopic.php?f=34&t=17545
https://forums.oculus.com/viewtopic.php?f=34&t=16829
https://forums.oculus.com/viewtopic.php?f=34&t=15972
In short:
- When in Extended Desktop mode:
- Oculus Display is detected differently on Windows 8.1 and Windows 7
- In "Landscape" mode there is no Judder ( but everything is rotated by 270 degree, so it looks flipped upside-down ).
- In "Landscape (flipped)" mode display is properly rotated by 90 degree, but there is terrible judder.
My observations after reading other threads:
- Windows 8.1 has no Aero mode to disable, so it won't fix it
- Nvidia drivers are no longer supporting display rotation on GPU (since WinXP) which means desktop compositing system does it on CPU, and then it probably forces sync of all displays to common refresh rate which is 60Hz - Judder appears.
- Windows 8.1 does display rotation in reversed direction in comparison to Windows 7.
WA proposed by others that are not taken into notice:
- Decrease resolution of primary monitor and force it to 75Hz -> Not every display can be bumped to 75Hz
- Set Oculus DK as primary monitor -> I don't believe any customer will integrate into his settings so much, it's to complicated for end users, then they need to switch it forth and back, Oculus should just work for them
- Disable other displays except Oculus -> the same as above
My WA proposition for now (will need to implement it):
- Set in Extended Desktop mode Oculus to Landscape (everything is "upside-down" but we don't have judder).
- Detect in game Windows 8.1 (somehow??)
- When performing distortion rendering take into notice rotation by 270 degrees and flip everything with proper matrix
- As a result this should remove issue for now
Reproduced on:
- Windows 8.1 Pro
- Oculus DK2
- Extended Desktop mode
- NO legacy support for DK1
- Rift Saver ON
- OpenGL, NON-SDK cutom rendering (works correctly on Windows 7).
- VSync is ON.
Cannot observe the issue in OculusRoomTiny 0.4.4 (works correctly in both SDK, and Custom rendering mode).
It renders in DX11 so maybe difference in swap-chain is the answer?
OculusWorldDemo (forced to GL) is not detecting properly DisplayID for HMD which results in creating window on Monitor instead of Oculus so I cannot check judder there.
Question to dev team:
- Can you confirm judder-flip issue on Windows 8.1 and Oculus OpenGL Extended Desktop mode ?
18 Replies
- AnonymousAny new movement on this issue? It seems like most (if not all) Win8.1 users are having this exact problem. :cry:
- kwildExplorerWell,that BIG problem was discovered months ago but we got no words from developers!
The problem seems the most important cause of "judderin" in Win 8.1 but seems almost ignored.
That's very embarassing!!! - dan_keatingHonored GuestHas anyone gotten to the bottom of this?
I didn't believe it until I tried it. My main issue appears to be judder in Elite Dangerous and I'm not knocking the team that developed the game here. There are some known areas where judder really stands out. Surprisingly, running the desktop as 'portrait flipped' (AMD ATI Catalyst) seems to vastly reduce judder and really increase fluidity. Flip back to 'portrait' and it comes back. Win 8.1 desktop settings don't appear to match Catalyst for orientation for whatever reason.
The difference between the two orientations is HUGE !!! - SlaventsiyHonored GuestI'm experiencing the judder on Surface Pro 3 in a very simple project with flipped landscape and there is no judder with just landscape even though the framerate in both cases stays the same around 50fps.
I don't understand where should I apply the fix with flipping the axis as mrkaktus mentioned, am I supposed to rewrite the shader for that? - LhunExplorerIf your monitor can do 75HZ, and you have to run in extended (for something like elite), disable timewarp if the app supports it. YMMV, timewarp on nvidia cards should give you less judder.
(landscape, flipped)
Secondly, make sure vsync is on in the game (and that you get better then 80fps with vsync off).
that's it, and your judder (should) go away. (it does for me on an R9 290)
New Retro Arcade is a great way to test this - they have a framerate counter which you can access with L bumper.
Direct to rift is ALWAYS better. - SlaventsiyHonored Guest
"Lhun" wrote:
If your monitor can do 75HZ, and you have to run in extended (for something like elite), disable timewarp if the app supports it. YMMV, timewarp on nvidia cards should give you less judder.
(landscape, flipped)
Secondly, make sure vsync is on in the game (and that you get better then 80fps with vsync off).
that's it, and your judder (should) go away. (it does for me on an R9 290)
New Retro Arcade is a great way to test this - they have a framerate counter which you can access with L bumper.
Direct to rift is ALWAYS better.
I have to run everything in extended, since even OvrConfigTool crashes when I try to run demo in Direct HMD Access mode. The monitor doesn't support more than 60Hz, Vsync is set to "Every V blank". Disabling timewarp didn't help, only dropped the FPS down. But as I said, if the Oculus is set to landscape — the project runs very smooth as opposed to landscape flipped. - LhunExplorerHumm.
Before I had a monitor that could do 75hz, I actually reconfigured using Custom Resolution Utility to a resolution my screen plainly didn't support. I had my monitor in that resolution ONLY when windows flipped to extended desktop mode. And, because monitors contain protection for this (for the most part), it would simply say "out of range". I set it up in such a way that turning off the rift would set it back.
Here's how:
With your primary monitor attached, set the proper resolution for it in single display mode. Have your rift off (via the power button).
Turn your rift on. Windows should now see a second display, as extended. Set the rift up to landscape(flipped) at 75hz and everything correctly. It should be to the right and "Desktop 2". Load up Virtual Desktop so you can see your primary monitor on the rift. You will notice the capture rate in virtual desktop goes to hell (1-6fps) when the primary display is 60hz.
from virtual desktop: go back to your monitor in display properties.
Set it to the 75hz unsupported resolution, and click apply. Your monitor will click off and say "out of range". That's okay. Windows is still rendering the display.
Notice how the capture rate in virtual desktop is now 45-75fps? This is indicative of the problem. Launch your games from virtual desktop now and enjoy judder free. This works for me.
When you're done, simply press the power button on the rift. Your primary display will go back to the cached single display mode at 60hz. - SlaventsiyHonored GuestTried the proposed solution, but not sure whether it's Windows 8.1 update or it's specific to Surface Pro, but it isn't possible to set the screen to unsupported resolution even from Virtual Desktop — they're all hidden and the "Hide modes that this monitor cannot display" is disabled.
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