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34 replies

Participant
September 2, 2015
"mrkaktus" wrote:
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).


That's what I'm suspecting too. Can you give me the driver version you were using without trouble so I can test them here and eventually contact Nvidia support directly ?
Up and Coming
September 3, 2015
I think that drivers I was workin on before were:
344.75-desktop-win8-win7-winvista-64bit-international-whql
But I also see extracted caches of:
337.50
334.89
332.21
So to be 100% sure I would advice checking them all from latest to oldest.

I've updated drivers to recommended 355.83, then tried downgrading them to 353.82 (latest for Quaddro).
Both have stuttering every second or so.
The only other thing I've changed except of drivers is update of GPU from GTX770 to Quaddro M5000 but I don't think that this is the issue. My OS is Win7 64bit.
Participant
September 3, 2015
337 is too old for my CG (980), and 344 have the drop frame issue. Probably even worst.
Inspiring
September 3, 2015
I'm curious, does anybody with an AMD GPU can try if they have the issue?
I have the same dropping frame issue on a Nvidia GTX980 with the recomended 355.83 driver, and I'm on Windows 10 so I can't try older drivers to see...
CV1+Touch; Running on GTX980 - 4770K - 32GB DDR3 Developer at LIV
Up and Coming
September 4, 2015
Ok, so as I said previously I've changed 2 things in my system:
- updated GPU from GTX770 to Quaddro M5000
- updated drivers to 355.83

Then I've noticed the jagging as described above.
Bacause the same drivers don't support properly HTC Vive, I've put back the GTX 770.
Now there is no jagging at all. Drivers are still 355.83.

So it looks like in my case, the only diff that shows the issue is having Quadro M5000 on board.
Participant
September 7, 2015
Seems that my issue is solved by using a single monitor (was on a dual-monitor config). Is it also your case ?
Inspiring
September 7, 2015
I'm on a single monitor (+ the rift). I have it in the sample and in my own code too.
CV1+Touch; Running on GTX980 - 4770K - 32GB DDR3 Developer at LIV
Up and Coming
September 8, 2015
"gaelhonorez" wrote:
Seems that my issue is solved by using a single monitor (was on a dual-monitor config). Is it also your case ?

I'm on single monitor, but it's 4K Dell that is silently handled in the HW as 2 panels 1920x2160 on GTX770, but is visible as dual monitor setup on Quaddro M5000. So it would confirm that multi-monitor setup support in NV drivers is the cause of frame drops.
Up and Coming
September 8, 2015
I'm still seeing dropped frames with my single monitor (non-Optimus laptop) setup. I have a 980M with the 355.83 drivers.
Inspiring
September 9, 2015
There is a 355.84 driver out that I hadn't seen yet. (here https://developer.nvidia.com/oculus-07- ... er-support)
I'm running the setup now, I'll report if it's changing anything in comparaison of 355.83...

Edit: it's seems better, I've seen it droping a few frames in the OculusRoomTiny(GL), but it's not as bad as before. The DX11 sample is still fine, and my own stuff is also better.

Can anybody else report on this?
CV1+Touch; Running on GTX980 - 4770K - 32GB DDR3 Developer at LIV