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No result. That didn't fix the issue.
Kinda sucks that this also includes Steam Home. You'd think that would work, even if non-SteamVR specific apps don't. But hey ho.
No effect.
https://github.com/ValveSoftware/SteamVR-for-Linux/issues/658
I've found this link:
https://www.reddit.com/r/SteamVR/comments/118vlrl/fix_for_rtx_4090_and_vr_tracking_input_latency_lag/
I wonder if I'll help our issue.
Did you have any success with the photon increment adjustment button?
Given that the issue at hand sounds severe and beyond what reprojection can fix, I don't feel it would help much, but can you downgrade to 1.27.5 and switch enableLinuxVulkanAsync back to true, making sure legacy reprojection mode is disabled in games?
You may experience graphical artifacts in SteamVR menus, but games should render okay. Hopefully.
Surprisingly, I've managed to fix the slight input lag issue by fiddling with vsync_to_photons_increment. One small, yet glorious step. Linux VR is one step closer to be reality.
What is left is this brain numbing jitter, that happens once per 500 frames. It doesn't sound too bad, until you start realizing that you're getting severely disoriented by it.
Your suggestion gave me some food for thought.
My enableLinuxVulkanAsync is disabled, but I've decided to give it a try, and nudge it to fix it. Despite still not being sure how exactly I've managed to fix it, but after few attempts to launch it with, enableLinuxVulkanAsync=true, I've managed to do that twice, successfully. What I've got was a horrible, wobbly feeling to the head tracking. Looks like the asyncronious reprojection doesn't really understand how it is supposed to work on Linux. No matter the amount of vsync_to_photons_increment - it changed nothing, and using it on both 1.14 and 1.27 is equally bad, so I've turned it back off. Not to mention the jitter was still there. So, it seems that reprojection(or lack of it) is definitely not the issue I'm facing here.
I wonder if my issue has anything to do with this. Too bad I need that Ray Reconstruction from the newer versions :(
Anyway. I've set my modeset to 1. I wonder if that was the core of my issues. Looking forward to check.
1. Thanks to modeset=1, there is no input lag now. No need to fiddle with vsync_to_photons_increment now.
2. Thanks to modeset=1, the worst part of the jitter is gone. I don't have to keep a htop running in the background/hunt for that exact invisible window that causes overload anymore.
3. Sadly, despite modeset=1, the jitter is still there. Not as bad, but still annoys me greatly. It was upgraded from "unusable" to "usable through clenched teeth".
This is 2.3.5 SteamVR, Frame Timing:
https://gtm.steamproxy.vip/ugc/2335748378506914705/3DE694A9A5C3CFD95D0C958C219F5E74E1710AA1/
Each spike corresponds with the pink line on the graph inside VR, and is also the moment when the hitch occurs.
I've unchecked all the graphs that were just flat lines, or plain invisible.
So, Compositor GPU is absolutely fine. It shows 0.6 ms lag, with "short patches of noise" most of the time(it is a bit noisy on the image itself, because I screened it while being in the menu).
At the same time, hitches seem to only affect the graphs "WaitForPresent Spin" and "New Poses Ready"
https://github.com/ValveSoftware/SteamVR-for-Linux/issues/657
Looks like we might be at the mercy of Nvidia.
EDIT: Found at dmesg:
[drm:nv_drm_atomic_commit [nvidia_drm]] *ERROR* [nvidia-drm] [GPU ID 0x00000800] Failed to apply atomic modeset. Error code: -22
[drm:nv_drm_atomic_commit [nvidia_drm]] *ERROR* [nvidia-drm] [GPU ID 0x00000800] Flip event timeout on head 0
Setting fbdev to 0, though fixing the issue, it didn't fix the jittering. Though it feels like it has more chances to produce very clean graphs, from time to time.
1. I've installed Nvidia 550.40.07 Beta driver.
2. Turned on fbdev=1 (and hdmi_deepcolor=1. Mentioning that bit just in case)
3. Installed Wayland(I don't use it, though, cause it is VERY buggy on Gnome-based distros. It is just there, sitting as a possible selection at the login screen. Mentioning it just in case it might've been the cause in some odd way. During the tutorial I've used, I've installed dracut, which I've later used during Nvidia setup process(it suggested me to use it)).
4. Turned off Steam's own Hardware Acceleration.
5. Closed every single additional SteamVR window(that will cause most of your additions like Linux desktop to break).
So far, my GPU graph is crystal clear, with no hitches or jitters, and no spikes on my graph, too!
I'm about to try few actual VR games, but so far, at the SteamVR's space, everything looks super smooth.
EDIT:
Boneworks, Google Earth VR and HL:Alyx were so smooth. Off to a great start.
I saw a bit of input lag fluctuation. It changed between perfect and better than Windows, to "Oculus Quest 2'esque".
EDIT2:
Using NVreg_EnableGpuFirmware=1 damages the performance greatly, creating tons of hitches. Didn't see much change with __GL_MaxFramesAllowed=1, not sure though.
EDIT3:
Still haven't managed to launch it with enableLinuxVulkanAsync=true. Just black screen.
Sometimes, it gives off a feeling of strange "overshoot", or a strange input lag, despite the gpu graph never going over 3ms.
Installed Kernel 6.7.7 and updated my Nvidia driver up to 550.54.14.
Bleeding edge version of SteamVR.
VR feels awesome. No input lag, no hitches or lags, perfect performance.
On the other hand, VR is the only thing that feels so awesome.
The PC won't go to the login screen automatically when hmd's hdmi cable is plugged in.
Lack of "explicit sync" or whatever in the Nvidia drivers makes most non-VR games jittery(frame order glitch). 2D games also have black frames that flicker or even take over the game's screen. Valve's gamescope helps(it prevents the blackness from staying, and makes it just flicker. Also kinda fixes the frame order glitch so it is only present at the top 15% of the screen for Cyberpunk 2077).
UPD 10.03.2024 fbdev=1 doesn't seem to affect VR, at least on 550.54.14.
Found an odd bug where the HMD feed colors would start suffering from banding after SteamVR's crash. I do believe it is healed through PC reboot. HMD's OLED panels would also lose the info about pixel normalization, causing each pixel on the HMD to have odd patterns of brightness/dimness.