JJcourage, one thing I can confirm 100% at this point is that much of the stuttering I am seeing in games is associated with other application windows being open on the computer screen. The Oculus Client software is the worst offender I've found, but they can even be open "behind" the game window, whether the game is full screen or not, and still have a huge negative affect on in-game fps.Example: I start up Star Trek Bridge Crew and notice lots of stuttering and poor fps just sitting at the main menu, which usually doesn't happen. I go to the computer and make sure all other applications are minimized - immediately have great results and solid 90 fps performance. I believe a lot of my "mixed" testing results is due to sometimes having other application windows open and not realizing it. My understanding is "whatever is on the computer screen shouldn't have an affect on game performance" but that is NOT proving correct in my case.I'm going to go try disabling unknown sources and see if I see a correlation.
LZoltowski, maybe this is something? I don't have the Display, Mobile, or Video options available in my GeForce control panel. It seems at some point the rift being detected as a second "monitor" was removed (maybe with the manual uninstall and reinstall support asked me to do?) and now neither Windows nor the control panel are detecting it. I only have a "Built-in Display" now. The system has an Intel HD 630 display adapter and I've confirmed those drivers are up to date, so I do see a "maintain aspect ratio" option under the Intel control panel, which I selected, but it made no noticeable difference in performance. If I need to have the Rift detected as a second monitor I'm not sure how to go about that.To answer your other question, every single time I switch drivers am rebooting into Safe Mode, running DDU, rebooting, and reinstalling the GeForce drivers.[EDIT] Oh and I don't have Xbox anything installed on this system, so no to that.
LZoltowski said: In windows 10 search bar, type in settings, when the window pops up, select gaming, click on game bar .. and disable the first option. In Game DVR, make sure its set to off too.
Can you send me the screenshot of your Nvidia Panel like above? While your Rift is plugged in via HDMI .. and actually use the latest 390 drivers this time (I know but work with me here lol) ..
JJcourage said:b) Sorry... I am a little confused at this stage, as I don't want to lose the use of the Laptop's panel and portability, i.e. start to carry around an external display monitor - this would totally remove the point for me and using the Rift for demonstration purposes (to others) while keeping it all portable (in one large backpack).Mmm. Just for testing purposes, how can I even disable the onboard OLED panel? And then enable it again, without possible serious confusion arising (if I didn't have any external monitor to spare). The R3 13's F7 I/D GFX button is disabled by Dell (the message pops up "Not supported with OLED LCD panel" when you attempt to use F7 - heck, even that message is total rubbish; OLED LCD panel is nonsense of course).As I thought initially, can the Rift headset now get plugged into the mini-DP port, instead of the HDMI? And would that change anything at all. Can the OLED panel be driven by the GTX 1060 alone? etc. It still sounds like I'm heading towards a world of pain at the mo.
RedLeader42, Confirming: Tomb Raider, maxed out graphics settings, also Robo Recall, max settings, GTX 1060, it’s all smooth as a peach! There are just 1 or 2 momentary stutters on entering the gameplay, but these I feel are ‘standard’ as the Rift is handshaking with the GTX hardware [somehow the onboard Intel HD 630 must keep interrupting this handshake when some form of Advanced Graphics (e.g. reflections(?)) is being requested. Who knows.]I have seen on other internet searches that there are reports of people “fixing stutters” using a DP dongle, who have the older GTX 970 cards, but given what I had assumed, like you, that we have a relative “lack of ports” on a laptop, I hadn’t made the connection that the miniDP port we have would be a GTX-only output “fix” - why would we?Yes, hope Nvidia <-> Oculus can get together and figure out what is causing this onboard (CPU) igfx <-> GTX mismatch. I can’t do any more tests for a day or so, but I’ll drop another comment here if some other bizarre glitches appear.Now I am going to buy a miniDP to DP cable which is thin at the plugging-in point, and probably a miniDP to HDMI cable as well (the wedge-like miniDP->DP dongle I have found is putting too much off centre vertical pressure on its port as it is too thick for the R3’s chassis, typical, so I am propping up the back of the laptop with a small book at the moment, oops) so at least I can use the Rift until a driver update, and not forced to have an external monitor hooked up to get smooth performance.
Not amazing response from support. I asked them if they could reproduce it and if it was something that could be researched. Their answer, paraphrasing: Your laptop model is not certified as oculus ready. You're probably doing the right thing bypassing the Intel. We appreciate your thorough testing.Wow.
Is that just a standard reply or is your notebook in fact not "Oculus ready", when you run the testing stuff? Your hardware sounds well capable of handling the job (and beyond)?
If that ends up being the case, definitely a step forward. I didn't own my Rift or laptop before Jan 2018, but it appears there is a group of folks who saw the Rift take a performance nosedive in the Nov - Dec 2017 time frame. If the hybrid Intel / NVIDIA is the underlying cause, it would take those folks reporting this to support, and pushing the issue that this is not an unfixable hardware compatibility problem. Now that I've seen how the Rift can perform over the past couple of days, I am not certain it ever ran this well. Memory is fickle.
A bit of backgroundI bought this system after playing a friends Rift. Played it like 20 minutes and went, "Yeah, well, I have to own one of these." He owns an MSI laptop just a bit older than mine with an Intel / GTX 1060 hybrid, and runs the 382.05 drivers. It seems I can't run the 382.05 drivers, because the installer says it can't detect a compatible system. I can only install as far back as 384.x. On his MSI laptop with 382.x and a GTX 1060, Robo Recall ran near flawlessly at 90 fps. He's been a help to me working through this and we've communicated back and forth about this. So far it appears he doesn't have the problem I do, but he's not run all the software updates that I have. I'm encouraging him to try an external monitor like I have and see if it improves further. It would be interesting to hear from more folks, but JJCourage on this thread confirmed that using an external monitor is a very effective workaround.
In my situation I can't describe anything I've seen as "micro-stuttering" it was either "wow-this-is-horrid" or "wow-this-is-nearly-flawless" (angles playing trumpets). I do still have a hiccup now and then, like the first time I pull apart a Robot and it explodes in parts and sparks, but I attribute this to natural loading of resources or whatnot, like LZoltowski suggested above, as it doesn't happen every time. I have tried drivers from 384.x to 390.x and can't discern a difference I could point a finger at. Oculus Client and Steam VR both played equal well or equally bad so far as I could discern.
LZoltowski said: That's annoying. Hey .. is there no way to disable the intel graphics all together in bios?
Not amazing response from support. I asked them if they could reproduce it and if it was something that could be researched. Their answer, paraphrasing: Your laptop model is not certified as oculus ready. You're probably doing the right thing bypassing the Intel. We appreciate your thorough testing.
To my understanding, there's no such thing as an "Oculus Ready Certificate". I guess they simply believe that your notebook didn't pass the "Ready for Rift" compatibility test ... which is obviously plain wrong. To me it sounds like: "Hey, your
hardware doesn't work with Oculus! But that's not our fault!" - which is
BS of course, because the question of who's to blame is not as
interesting as the solution to the problem. I mean... what is "not
certified as Oculus ready" even supposed to mean... or how is it
supposed to help?Statements like that from support staff always make me kinda angry, as
they're just so NOT helpful. Instead of digging the depths of the
internet for weeks to get our (which is in fact THEIR!) VR
hardware to work, we should just return it, take a refund. Buy a Vive...
and say: "K, maybe it's HTC ready certified shiznit?".
@nalex66 - What's the point of releasing a "Is my hardware ready for Oculus"-tool then? Oculus released that tool, so you can self-check if your system works or not. That's it. If the answer is: "Who knows?", then there's no need for that tool.
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