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Huge performance issues playing games in SteamVR with Oculus Rift S, please help!

ASchneiderBR
Expert Protege

Hello
everyone. I’m writing this since I have done everything I could to solve this
problem, it has been more than a month now, no luck.



I’m having
massive problems running SteamVR with my Oculus Rift S as well as many friends:
Frame drops, stuttering, FPS cut by half and image ghosting (time warp/motion
smoothing).



The puzzling
part is that my computer resources are never maxed out, usually about 50% of
usage on both CPU and GPU. Here are my PC specs:



l2gpy7tlxuyz.png



This problem
should not happen at all, especially with a RTX 2080ti, I believe.



Here’s a few images of me showing the exact moment it happens playing Pavlov (not a very
intensive game): FPS drops, motion smoothing kicks in, time frames graphs goes
to the roof and still all resources seems to be available for the game
rendering, very strange!

92zegpugwgk6.pngnikq1v5cdiaw.png7zbwxj783o0p.png

Here’s an
image of the FPS count:



ezh1zvrisvd2.jpg



Can
someone here please help me out? This could assist many people that I know as
well.



Please
let me know if more information is needed.

AS A SIDE NOTE: these performance issues also happens when playing at "ground level", randomly and less intensive than the videos shown.
Please let me know if more information is needed.

********************************

FULL REDDIT POST: https://www.reddit.com/r/oculus/comments/fgxe8k/huge_performance_issues_playing_games_in_steamvr/ 

*******************************


Thank you very much!

22 REPLIES 22

Anonymous
Not applicable
There have been LOTS of people reporting this same kind of problem. My SteamVR behaves exactly as yours does with the same kind of headroom. My 2080 never gets above 30% but its dropping 20,000 frames. I have had a support ticket open on this for about 2.5 months and I just recently got a response that they believe they have a fix and are testing it now. He said it will come out in the next driver update or possibly through a hotfix before then. I honestly do not believe there is anything you can do in the meantime to get this work. I have tried everything imaginable and wasted money as well. The tech also stated there is no sense replacing the headset because the problem is the software (their driver/firmware.)

ASchneiderBR
Expert Protege
Thanks for your reply Adam. Does the rest of your HW specs looks like mine? Like an old CPU or DDR3 memory? I really think there is something going on with Oculus since time warps kicks in when there's a lot of objects rendered at the moment.

Anonymous
Not applicable

tatunts said:

Thanks for your reply Adam. Does the rest of your HW specs looks like mine? Like an old CPU or DDR3 memory? I really think there is something going on with Oculus since time warps kicks in when there's a lot of objects rendered at the moment.


Same CPU, i7 but DDR4 memory.  I have the benefit of having had my Rift S since close to launch so I know that my hardware had no problems running it for many months until version 12 killed it. I always knew it was the software but it took a lot of back and forth and testing and logs to convince tech support.

I obviously cannot speak from any position of authority but based on my personal testing and review of so many Oculus suggestions to users, I've convinced myself that this has nothing to do with CPU, memory, or even the video card. This is a problem with the mobo's handling of USB even when using additional internal USB cards or external USB hubs. 

AddForm
Explorer
Yes I have had this problem to. It started after the v14 update. I have tried Open Composite for Boneworks with better framerate but the controls don't work. 

ASchneiderBR
Expert Protege
Yep, I totally agree AddForm. My results were 10x better in the beginning, when I had first bought my Rift S past November. I think it was version 12. Now everything went downhill, massive reprojection with CPU at 40%, RAM at 50% and GPU at 35%, that doesn't make any sense at all.

sean_doyle_5494
Honored Guest
For pavlov I found a fix!!!!! Go to create game, pick map, unsubscribe to maps you dont play, stuttering gone!!! Freaking awesome!!!

Yobiwan29
Member
Besides this problem, have you noticed slight stuttering in Oculus Touch movements in steamVR Home/applications ? My Odyssey+ didn't behave like that... It was as smooth as my old Vive controllers.
Oculus Quest 2 & 3 - MSI MPG Z390 Gaming Edge - i9 9900K - 32GB DDR4 3200 MHz - RTX 3080

ASchneiderBR
Expert Protege

Yobiwan29 said:

Besides this problem, have you noticed slight wobbles in Oculus Touch movements in steamVR Home/applications ? My Odyssey+ didn't behave like that... It was as smooth as my old Vive controllers.


Yep, that wobble effect is called reprojection, Oculus and SteamVR has different techniques but the idea is the same: maintain 80hz on headset movement but lower frame rates on objects (hands as well) to avoid nausea. This implies on adding filters between frames to show a smoother image.

Yobiwan29
Member

tatunts said:


Yobiwan29 said:

Besides this problem, have you noticed slight wobbles in Oculus Touch movements in steamVR Home/applications ? My Odyssey+ didn't behave like that... It was as smooth as my old Vive controllers.


Yep, that wobble effect is called reprojection, Oculus and SteamVR has different techniques but the idea is the same: maintain 80hz on headset movement but lower frame rates on objects (hands as well) to avoid nausea. This implies on adding filters between frames to show a smoother image.



It's not reprojection in my case. It's stuttering at 80 fps ! Some titles like Obduction need reprojection and I can't see any stuttering. Just smooth movement with some distortions.
Oculus Quest 2 & 3 - MSI MPG Z390 Gaming Edge - i9 9900K - 32GB DDR4 3200 MHz - RTX 3080
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