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Screen jumping randomly in the Rift

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Answers

  • UBSERDUBSERD Posts: 349
    Nexus 6
    So I've tried a couple different games since my last post and it seems that there are still issues after the Nvidia update. It seems that it is even worse than it was before but a little less noticeable if that makes any sense. I'm getting Smaller hangups but they happen more frequently now. I have noticed this behavior in casino VR poker, Minecraft and Eve. Before this last update they played fine but I still had the every 30 seconds hang up so I guess it's a toss. Has anyone noticed that all of the games are playing well now? I'm wondering if it's just something on my end, thanks.
  • WildtWildt Posts: 2,104 Valuable Player
    @UBSERD
    Sorry to hear that - my daughter and I have both played various games/demos and neither of us noticed a single hiccup since the driver update. 
    PCVR: CV1 || 4 sensors || TPcast wireless adapter || MamutVR Gun stock V3
    PSVR: PS4 Pro || Move Controllers || Aim controller
    WMR: HP Reverb
  • UBSERDUBSERD Posts: 349
    Nexus 6
    Yeah it's strange. Lucky's Tale, Minecraft and Eve Valkyrie used to be a very smooth experiences barring the 30 second hitches from the previous update, but now I'm getting little pockets of judder randomly but not as apparent. These games didn't have them before and were the "smooth" experiences.
  • Fredd32Fredd32 Posts: 251
    Nexus 6
    New driver cleared up my issue as well.
  • SauSackSauSack Posts: 28
    Brain Burst
    .....Driver doesn't do the trick for me. Although the judder does not occur that often, it still exist.......
  • UBSERDUBSERD Posts: 349
    Nexus 6
    Ok good, i'm glad I am not the only one. The funny thing is that in oculus home now there is no hang ups at all, and even in the games that I mentioned above it isn't that noticeable but it definitely happens more frequently with less of a effect as the previous update giving the skip every 30 seconds. I'm wondering if the companies need to update the game drivers to work better with the current driver for Nvidia?
  • PalidorePalidore Posts: 7
    NerveGear
    edited October 2016
    Found this thread and am chiming in with seemingly the same problem.  The thing is with me — and you can call it paranoia —  but I haven't updated my Nvidia drivers at all since I got my Rift.  I'm still on 361.91, so that's been a constant.

    This problem, however, only seemed to surface in these last few weeks.  I've followed a bunch of troubleshooting steps online to no avail.  Then once I switched USB ports last week, it seemed to solve the problem, but as of today, the judder is back again, and it's driving me crazy trying to figure out what's going on.

    Nvidia drivers have remained the same, so I'm wondering if it's a recent Windows update that messed things up, a recent Oculus driver update, or if it's a case of hardware failing somewhere :neutral:

    EDIT: Okay, just a few minutes after I posted that comment, I've seemingly found a "fix" to the issue.  Go figure!  I opened up task manager, scrolled under Background Processes, and ended up closing out a process called "Stereo Vision Control Panel API Server," and lo-and-behold, the frame drops stopped.  In the Oculus performance overlay, where I was getting application or compositor frame drops every couple seconds, it's not happening anymore.

    The reason I even thought of closing that process, is because one of the troubleshooting steps I remember reading, was to disable stereoscopic 3D in the Nvidia control panel.  Mine is disabled, yet I noticed that process still up in task manager for whatever reason and closed it as a shot in the dark, and it happened to help!  Fingers crossed I didn't jinx it.  Let me know if this helps any of others who are having this problem.

    EDIT 2: Aaaaaaand it's back again. Kinda.  I don't know why ending that process stopped the judders momentarily, but sure enough they came back.  Keeping Chrome completely closed seems to help...maybe...but can't say definitively, will have to look at it more when I'm less tired.  Kinda spent on trying to solve this problem tonight.  Anyway I'll report back if I find a more reliable solution.
  • NetViper2006NetViper2006 Posts: 3
    NerveGear
    I just got mine this weekend. Hooked it all up and updated to the newest nvidia drivers. (gtx 970) and the screen is bouncing up and down in the oculus home room.  Its horrible and unusable.  I tried the power settings in this thread, but it made no difference.  

    Not sure what else to try. I might have to return it.
  • Log_a_FrogLog_a_Frog Posts: 1,045
    Trinity
    I have an Amd fury. Similar issues with 1 game. It appears it is not limited to Nvidia.
  • PayneSculpturesPayneSculptures Posts: 41
    Brain Burst
    Hi Guys, just chiming in. After an Nvidia driver update I have been in a world of constant oculus CV1 tracking stuttering. Have tried moving to different USB ports (all 3.1 or 3.0 on my "Oculus ready" Asus system w/ a GTX970 ) and I have tried a HOST of different Nvidia drivers. I never noted my original version to roll back to. 

    I read this post and looked at the log I kept of various driver versions that I tried... thinking "They've figured it out - 373.06 must be the version!". Nope. No fix after a express or clean install. I also tried 368.81 as that was mentioned to work. Nothing. I am now trying the absolutely brand new (as of yesterday): 378.49....aaannd it's still jumping.
  • UBSERDUBSERD Posts: 349
    Nexus 6
    The new update has seemed to make a lot of games jitter and ASW wiggle again. 1.1.13 was perfect. Why does this always happen!!!
  • Mace404Mace404 Posts: 208
    Nexus 6
    Yeah, same thing here. A lot of jumping around sadly. Even tried running with 1 sensor only but that does not change the behavior. (So it doesn't look like the hand-over issue a few versions ago)
    My logs are filled with "[Tracking:Pnp] Degenerate triangle detected: angle = 6.96205" no matter the amount of sensors connected.
    I cannot understand how a degenerate triangle can even happen when you look at it from 3 positions (3 sensors) with all different mounting heights.

    Added a set of logs made with the log gatherer in case anyone Oculus wants to take a look.
    This is looking around in Home finding the jumping spots.

  • cyberealitycybereality Posts: 26,156 Oculus Staff
    I'm not seeing a lot of data in the log. Maybe you only chose to record a small time frame? In any case, I suggest you submit a support ticket as this makes it easier for us to track and respond to. Thanks.
    https://support.oculus.com/
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