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34 replies

Participant
August 28, 2015
Here is a capture showing the problem. It's not related to the capture software. Running on a 980 gtx.

No problem in DX.

https://youtu.be/QTJDgxm6cHk
Inspiring
August 28, 2015
Can you provide these log files? viewtopic.php?f=34&t=23521
AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
Participant
August 31, 2015
This may not be your issue, but I found that running the app standalone fixed my similar issues. I was seeing frame drops at odd times when my game was doing the least amount of work. But when I tried to diagnose it by running it through the performance wizard/CPU sampler it ran fine. So for me at least, I only see these issues when running from within Visual Studio 2013 with the debugger attached.
Up and Coming
August 31, 2015
I see the exact same problem. I instrumented the two OculusRoomTiny examples with the following code just before the main loop:

ovr_SetInt(HMD, OVR_PERF_HUD_MODE, int(ovrPerfHud_RenderTiming));


Direct X:


OpenGL:


As you see in the images above the DirectX performance is much smoother. The 1 dropped frame came at program start, after that I do not get any more dropped frames.

OpenGL version on the other hand continuously drops frames, roughly every 10 seconds.

Running the examples as standalone executables vs. inside Visual Studio seem to have no impact on performance on my machine.
Participant
August 31, 2015
"cybereality" wrote:
Can you provide these log files? viewtopic.php?f=34&t=23521



Sure. But as I have the problem with 3 test machines (780 ti, 980 & 970), I don't think it's related to a config problem.

The question is : is anyone using OGL doesn't have that problem ?

Edit : I didn't launched the program from a debugger. I have attached the exe in case it's a compiler issue, but I have doubts :)
Up and Coming
September 1, 2015
I'm using OpenGL and an Nvidia 970GTX paired with the VR recomended Nvidia drivers and it runs without drops. Our integration is done externally by loading a .dll into our own rendering engine. The .dll is being compiled in release mode using VS2010.

On 0.6.0.1 I was experiencing drops that occurred in quite fixed intervals. I imagine that this may be related to the oculus direct driver mode and nvidia direct driver mode?? I guess when moving forward to 0.0.7.0 nvida direct mode is being used which does not have this problem??
Participant
September 1, 2015
"skavee" wrote:
I'm using OpenGL and an Nvidia 970GTX paired with the VR recomended Nvidia drivers and it runs without drops. Our integration is done externally by loading a .dll into our own rendering engine. The .dll is being compiled in release mode using VS2010.

On 0.6.0.1 I was experiencing drops that occurred in quite fixed intervals. I imagine that this may be related to the oculus direct driver mode and nvidia direct driver mode?? I guess when moving forward to 0.0.7.0 nvida direct mode is being used which does not have this problem??


0.4.4.0 Doesn't have the problem with direct mode. We are stuck to that version because of the bug.
0.6.0.1 Have the problem in direct mode.
0.7.0.0 Have the problem in direct mode.

Either oculus officially drops OGL support or fix the problem, but any application that use OGL doesn't work properly past 0.4.4.0.
Up and Coming
September 1, 2015
"gaelhonorez" wrote:
"skavee" wrote:
I'm using OpenGL and an Nvidia 970GTX paired with the VR recomended Nvidia drivers and it runs without drops. Our integration is done externally by loading a .dll into our own rendering engine. The .dll is being compiled in release mode using VS2010.

On 0.6.0.1 I was experiencing drops that occurred in quite fixed intervals. I imagine that this may be related to the oculus direct driver mode and nvidia direct driver mode?? I guess when moving forward to 0.0.7.0 nvida direct mode is being used which does not have this problem??


0.4.4.0 Doesn't have the problem with direct mode. We are stuck to that version because of the bug.
0.6.0.1 Have the problem in direct mode.
0.7.0.0 Have the problem in direct mode.

Either oculus officially drops OGL support or fix the problem, but any application that use OGL doesn't work properly past 0.4.4.0.


I think you miss understood me. For us 0.7.0.0 does NOT drop frames when using direct mode & OpenGL. 0.6.0.0 and 0.6.0.1 did however drop frames.

So as I said the new direct (nvidia) driver mode seems to not be affected by the 'dropped frames bug' when running OpenGL. However I have not yet tested if this is also true for direct oculus driver mode under 0.7.0.0 (OpenGL).

EDIT:
System configuration:
NVIDIA 970GTX + Driver v.355.83
Oculus Runtime 0.7.0.0
SDK version 0.7.0.0
VisualStudio 2010
Participant
September 1, 2015
Can you please try the zip file I've sent to check if it's something in the way I compile it ?

Also, I'm not sure how to know if I'm using the nvidia Direct driver or just direct mode, I don't see any configuration option.
Up and Coming
September 2, 2015
I think it's completly NVidia drivers issue.

My config that worked:
Windows 7 + some old drivers.
Oculus SDK 0.6.0.1

I've updated drivers to recommended for 0.7 BUT I stayed with 0.6.0.1 SDK and Runtime.
Now I'm seeing constant frame drops, lag every N frames.
I'm searching for some older drivers that won't have this issue.
I decided not to move to 0.7 as I don't know if OpenVR already supports it as well (need to check).