I've been pleasantly surprised by my recently arrived Rift, and believed my first adaptation problems to be because of a lack of VR legs, but somehow I felt there was something wrong. I've been feeling some sort of stuttering/lag when moving my head around, even with really slow movement, as if the image "jumps" frames unevenly. This also translates to increased perceived motion blur and lag when looking around. It feels very unnatural and is really disorienting. This happens with every single demo/game I've tried (Unity/UDK/HL2, even those that run at 60 fps) and it's progressively making me more sick each time I try, as I'm now more aware of this. My brain struggles trying to compensate for the stuttering/lag, and it not only causes motion sickness but also eye strain. About an hour ago I downloaded the Vireio drivers and tried Dear Esther with them (mouse emulation)... the head movement is WAY smoother, no stuttering at all, and the perceived blur is greatly reduced. It feels much better than anything else I've tried (the caves are amazing). I don't have any other gaming PC to try the Rift on. I'm on a fresh Windows XP install about a week old (correctly updated) so there's not really much that could possibly be conflicting, but who knows (no Logitech software here)...
Any ideas?
Another problem I have is that I can't run the Oculus SDK IPD Utility, it tells me that I'm missing dxgi.dll (which seems to belong to DX10 and higher). Is the utility not compatible with DX9? The same happens with the Oculus World and Tiny Room demos.
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Is it possible for you to take a video illustrating the problem?
If it is a hardware defect, we may be able to offer a replacement.
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Tariffs and taxes and brokerage fees are all based on the value of the item, which for a warranty replacement is $0. At least that's how it works shipping into Canada.
I really hope that's the case, but knowing how things work in Chile I really doubt it. I don't think they'll let their "handling fees" go that easily
There's also a chance that you are experiencing a computer-side problem that is making you lose frames for some reason. There's a mention of an issue like this near the end of the first post on the following thread: viewtopic.php?f=20&t=1758
apps with no stutter:
vr Desktop (the one includes in OR software)
Tuscany
Radial G
PolyWorld
Cyberspace
Chilling Space
World of Diving
Ocean Rift
Apps with tracking stutter
Kokiri Forest
Virtual Desktop
Red of Paws Big...
Euro Truck Simulator 2
Project Cars
Sli < no Sli ; low or high fps ; vsync or not ; low persistence or not; all of that don't change anything.
I insist, this is only a "tracking stuttering". When i move in game whith mouse or pad, it is really smooth, no stutter at all. Stutter appears only when i move my head.
And i dont think it is a hardware defect, cause it work great in some apps.
As you can see, even static menu is jumping when i move my head.
The fix that seems to work most of the time is to set the Rift to extend desktop mode in the control panel, but still run the direct-to-rift version of the game/demo. Sometimes that doesn't work, in which case setting the rift as the primary monitor and running the game/demo on that desktop might work. I've avoided this solution because it tends to mess up my desktop and takes ages to get everything back where I need it.
I also found that, as I have 2 monitors, turning one of them off also fixed the problem.
The most likely explanation I have seen is that games/demos are artificially limiting their frame rate below 75fps even though they are capable of achieving that rate. This may be because instead of currently syncing to the Rift's vertical refresh at 75Hz, they are syncing to one of the other displays at around 60Hz.
BTW, like most people with this problem, I am not getting it in either of the two Oculus demos (room / Tuscany). If you are getting the same problem in those demos, you most likely have a different problem to everyone else. You can still try the same fixes and report back on whether it made any difference, but you should indicate whether or not the Oculus demos are working, and which GPU you have.
FPS seems to be fine. Its just the head tracking.
I'm using a GTX260 gpu on 64 bit Windows 7.
FPS is smooth, but turning my head causes the stuttering.
I'm getting a noticeable jitter in both Room demo scene and Tuscany.
FPS in Tuscany is 60-62, moving camera with mouse is ok, but head tracking is jittery in the headset. Picture on the monitor always moves smooth, so jitter is a headset-only issue. Fiddling with frequency and resolution does not help.
I have also tried DK2 on my other laptop (17" MacBook Pro with Radeon HD6750M) - it looks better there, room demo was smooth, but Tuscany still jittery. Interesting thing - head tracking in Tuscany works more or less fine until I touch the mouse. If I move camera with the mouse even once - head tracking starts to jitter.
Both Macs running the same version of MacOS and both GF650M and HD6750M cards are definitely powerful enough to run room demo. The most obvious difference is that iMac has USB 3.0 while MacBook is USB 2.0, not sure if it might be the case.
I'll keep trying on other hardware I can get my hands on.
Disabling mirroring and setting Oculus as primary display fixed the problem
These low frame rates are where you're seeing judder. On traditional monitors getting consistent 60fps is a perfectly acceptable experience. In the Rift we humans happen to be very sensitive to dropped/incomplete frames when the display is covering our entire vision. To completely eliminate judder you're going to have to consistently get the same 75fps that the Rift is outputting. Any less and you'll see judder.
Unless he has the Rift configured for 60 Hz.
Co-author of Oculus Rift in Action
After disabling mirroring and setting Oculus as primary display, I'm getting 75 FPS in Tuscany and judder is gone.
It looks like for some reason mirroring to a second display gets only 60 Hz on my Mac
I have a machine with Titanium GTX 780, 64GB of ram, and i7 at 4,3Ghz. So with that got out of the way, i have a single model in Unity, no crazy shaders, nothing, building the game, and i still have stuttering. When i move the mouse, it's perfectly smooth, so it must be the head tracking. I think it's a Unity thing, because on the roller coaster Unreal4 demo, the camera is perfect, not smooth, not fine, but perfect. That's also why most unity demos/games do that. But it also extends to Minecrift. So at the end of the day, the guys at Epic Games are doing something in Unreal that others don't. Dunno, just my 2 cents.
This wasn't an issue several months ago (in January) when I was using the DK2, so I am assuming that a new hardware driver update for the rift is to blame because when I reverted back to old software drivers (0.4.4), it still happens when in the past it didn't. The best explanation for why stutter happens when the rift is under 75fps is described in this post:
http://forum.unity3d.com/threads/major- ... st-2142371
Hopefully an update will address this issue so that the judder wont happen if the FPS goes under 75fps.
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Having a requirement of always running above 75fps seems a bit ridiculous to me, so I hope this gets changed... it would be nice if there were 2 methods of running the Oculus, one with the super smoothness and requirement of always running above 75fps, and another that might not be as smooth but doesn't stutter (like it used to be). The stuttering is a deal breaker.
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How does one go about enabling time-warp? Is that only on the developers end before making the exe?
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