SteamVR
How to completely disable reprojection with the new beta?
How can reprojection be completely disabled with the new beta? The settings for async reprojection, interleaved reprojection and forced reprojection were removed, and even with "Motion Smoothing" unticked, reprojection is still on.
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16-30 / 48 のコメントを表示
Stew 2018年12月15日 4時40分 
Yep it was perfect with the ability to turn stuff on/off when we wanted it also gave you the ability to test things on different games. Some games you can not use Interleaved and some you can. I think it would be cool if you did not have to mess with it, but it is not working and most of us had to roll back our version of Steam VR because they will not reprojection selection back into the settings. I have a few games that can not use Interleaved reprojection DCS being one of my main games.
Thank you guys - I’ll give this a try - if I still have all these issues I’ll use the tutorial to roll back and stop it from auto updating (which is also a terrible terrible terrible option list

Turn on auto update
Or
Auto update every time you use
Or
Immediately update

Where is the don’t touch under any circumstances as I just want to sit and enjoy vr and not spend 3 hours dealing with unruly software that hides and renames everything twice a year.
Jarilo 2018年12月15日 10時07分 
bazzalb の投稿を引用:
BTW, Shift-A in the mirror apparently acts like "Always On repro" from previous versions.

Yea, that is annoying, I don't know why they keep robbing us of options. Treating us like children that they fear we will accidentally click the wrong things in the menu and get sick. :rfacepalm:
Loller 2018年12月28日 15時09分 
Thank god I found this thread, what a joke that they removed the option for us normal users. The new motion smoothing is not a valid alternative for all of us, it's still a stuttery mess with distracting warping, distortions and tearing. This is very apparent in my situation. Some games don't really run well with vr, even more so when the content you're using is kinda unoptimized.

https://i.imgur.com/EMkcJwV.png
Look at the terrible framestutter in the first run. The second run is with a more optimized car on the same unoptimized track. The engine can't handle it.
I did the shift+A trick to disable reprojection again and would you look at that.
https://i.imgur.com/VykzEI8.png
It's insanely more stable and provides a higher fps average with the unoptimized car on the unoptimzed track.
I went from an avg of like 67fps on the first run, to like 82-85 with shift+A

It's not like my pc is bad either, 8700k @ 4.9 with a 2080ti and 16gb 3200mhz ram. The game engine just ♥♥♥♥♥ itself in VR. I can run this problematic combo at like 200fps on my 1440p monitor.

Weirdly with revive the game says it's only using around 50% of it's main thread with same FPS, meanwhile using the openvr impementation it's pinned at like 95% or higher.

Please give us endusers and option to disable it on a per game basis, it helps a few games like assetto corsa, project cars 1/2 and probably other games like euro truck simulator
最近の変更はLollerが行いました; 2018年12月28日 15時21分
aaron.leiby  [開発者] 2018年12月29日 13時47分 
If you go to the Applications section of the SteamVR desktop settings (right click on the status window) you should find the game in the drop-down and be able to specifically disable motion smoothing for that app.

We removed the persistent option to disable async-reprojection because too many people were getting stuck with it disabled and then would run into problems and not realize they had caused it by doing so.

Which game are you playing? One reason it might be lower cpu through Revive is if it's always running at half-rate. For particularly expensive (i.e. poorly optimized) apps, you may have better luck selecting the "Always-On"* option under the per-app settings to force motion smoothing to be always active. Some problems happen when motion smoothing kicks on and off constantly depending on how an app is coded.

Also, were your original timings recorded using the default or beta branch of SteamVR? We've made some significant optimizations in the beta branch which would be good to compare in your situation if you haven't tried that yet. To opt into the beta, right click on SteamVR in your Steam Library, select Properties, Betas tab, then select beta from the drop-down. You may need to restart Steam to force it to update. When you launch SteamVR, the new version number should be 1.2.3.

Finally, also check your SteamVR resolution settings in the Video section of the SteamVR desktop settings. Click the manual override checkbox to see what SteamVR is defaulting to for your setup. If it's over 100%, you might try lowering it to that and see how that fares. I'd be interested to hear what value you were seeing there and if you are running with a Vive or Vive Pro.


* Note : This is different than the old developer option named "Always On Reprojection" which was removed. That option only applied when async reprojection was disabled. It had the effect of providing a full frame (~11ms) of running start vs the standard 3ms running start. This is what now is enabled/toggled via Shift+A in the mirror window. The latest async reprojection support now will dynamically adjust running start as needed. You can follow this in the SteamVR Frame Timing graph by looking at the black "New Poses Ready" line in Details view.

https://developer.valvesoftware.com/wiki/SteamVR/Frame_Timing

最近の変更はaaron.leibyが行いました; 2018年12月29日 13時49分
Loller 2018年12月29日 16時15分 
Thanks for the reply aaron, surprised and appreciated!

It's assetto corsa with a mod track and car. I think someone told me these tracks render every single grass straw individually or smth.
https://i.imgur.com/mH93A0X.png
This is the same run using the new 1.2.3 steamvr beta. I can't tell much of a difference from stable release.
Doing SHIFT+A results in this
https://i.imgur.com/8LLiqWY.png
the last part of the graph, as seen it's a lot more smooth and high fps in general.
Do note my VR headset image freezes when doing this in the new beta so I can't replicate my head movement, but even then that shouldn't make this much of a difference.

Problem with the always on is that it halves fps, the input lag is too much for me I'd rather have a stable 75-85 fps

I'm using 180-200% ss with a normal vive, with my ingame settings that results in about 40% gpu load. I run somewhat low settings due to not wanting framedrops, and a buffer is always nice.

Using 100% ss I get this result.
https://i.imgur.com/WAoDvi1.png
So yeah pretty much same result, still 40% gpu usage but lower gpu core clock if you look at near the bottom.

SteamVR frametiming tool can't capture the whole run for me, but the first part is the worst running anyway.
Doesn't seem like new poses ready is really changing.
https://i.imgur.com/JFqRhEj.png
https://i.imgur.com/9lVvQGB.png
最近の変更はLollerが行いました; 2018年12月30日 4時06分
aaron.leiby の投稿を引用:
We removed the persistent option to disable async-reprojection because too many people were getting stuck with it disabled and then would run into problems and not realize they had caused it by doing so.

So your solution was to penalise everybody because a few idiots couldn't work out what they'd done, and had apparently never heard of "Google". Great job. How about removing the entire options menu and forcing us to run your recommended settings, since you have such low regard for our intelligence?
Goffik の投稿を引用:
aaron.leiby の投稿を引用:
We removed the persistent option to disable async-reprojection because too many people were getting stuck with it disabled and then would run into problems and not realize they had caused it by doing so.

So your solution was to penalise everybody because a few idiots couldn't work out what they'd done, and had apparently never heard of "Google". Great job. How about removing the entire options menu and forcing us to run your recommended settings, since you have such low regard for our intelligence?

Well said, thank you. Agreed, bad idea, we needed this as well. :( I've seen some games where the devs actually recommended users disable this for their game.
最近の変更はTethys Interactiveが行いました; 2019年1月16日 13時49分
Since it is now a per app setting, can apps also choose to disable it for themselves now (like you guys are doing for desktop theater)? Or is the setting only exposed to users and not apps themselves (with a special exception for desktop theater)?
最近の変更はcharles_aが行いました; 2019年1月27日 17時08分
JG300_Megla の投稿を引用:
The weird thing is im having the opposite problem. Everything is turned off with no way to turn it on.
„Shift+R“ in the Mirror-Window activates „Always On Reprojection“. You will see the activation in the settings window. I have tested all keys (A to Z) to find this out.
Birdy 2019年2月10日 5時53分 
aaron.leiby の投稿を引用:
We removed the persistent option to disable async-reprojection because too many people were getting stuck with it disabled and then would run into problems and not realize they had caused it by doing so.
Then change the menu to make settings more obvious and add an explanation, that helps people understanding the settings. Removing those options or hiding them the way you (Valve) did, causes also major issues for people.
I wouldn't care if SteamVR was plug and play, but it is far from it. Users already are required to do a lot of testing on their own and this will always be the necessary on PC as a plattform. Therefore removing options is a workaround at best, certainly not a solution.
I manually installed a SteamVR version from October 2018, that performed way better that the first public release that included motion smooting. But today I got "blessed" and Steam decided to update my fine running SteamVR version, with the mess that was released lately. You don't improve my VR experience that way, it is the opposite in fact.
Please give us back control over these settings!
Goffik の投稿を引用:
aaron.leiby の投稿を引用:
We removed the persistent option to disable async-reprojection because too many people were getting stuck with it disabled and then would run into problems and not realize they had caused it by doing so.

So your solution was to penalise everybody because a few idiots couldn't work out what they'd done, and had apparently never heard of "Google". Great job. How about removing the entire options menu and forcing us to run your recommended settings, since you have such low regard for our intelligence?

Seriously! They should add these options back. If these people we're smart enough to turn it off, they could turn it back on.
aaron.leiby の投稿を引用:
If you go to the Applications section of the SteamVR desktop settings (right click on the status window) you should find the game in the drop-down and be able to specifically disable motion smoothing for that app.

We removed the persistent option to disable async-reprojection because too many people were getting stuck with it disabled and then would run into problems and not realize they had caused it by doing so.

Which game are you playing? One reason it might be lower cpu through Revive is if it's always running at half-rate. For particularly expensive (i.e. poorly optimized) apps, you may have better luck selecting the "Always-On"* option under the per-app settings to force motion smoothing to be always active. Some problems happen when motion smoothing kicks on and off constantly depending on how an app is coded.

Also, were your original timings recorded using the default or beta branch of SteamVR? We've made some significant optimizations in the beta branch which would be good to compare in your situation if you haven't tried that yet. To opt into the beta, right click on SteamVR in your Steam Library, select Properties, Betas tab, then select beta from the drop-down. You may need to restart Steam to force it to update. When you launch SteamVR, the new version number should be 1.2.3.

Finally, also check your SteamVR resolution settings in the Video section of the SteamVR desktop settings. Click the manual override checkbox to see what SteamVR is defaulting to for your setup. If it's over 100%, you might try lowering it to that and see how that fares. I'd be interested to hear what value you were seeing there and if you are running with a Vive or Vive Pro.


* Note : This is different than the old developer option named "Always On Reprojection" which was removed. That option only applied when async reprojection was disabled. It had the effect of providing a full frame (~11ms) of running start vs the standard 3ms running start. This is what now is enabled/toggled via Shift+A in the mirror window. The latest async reprojection support now will dynamically adjust running start as needed. You can follow this in the SteamVR Frame Timing graph by looking at the black "New Poses Ready" line in Details view.

https://developer.valvesoftware.com/wiki/SteamVR/Frame_Timing
Seriously Valve you've completely removed users ability to turn off asynchronous reprojection and always-on reprojection?
The quality of SteamVR, Unity and games is insufficient to simply say "trust us, we are smarter than you on this choice". This is a major regression in end user experience that you've forced on people. You need to at least allow an advanced configuration option for users who know what they are doing to remove these functions because they have extremely legitimate reasons for doing so.
Seriously, why is valve so annoying to remove more options for those people who know what they do, or just want to improve their VR experience?! noo.. let's take away all the options. Some games work better with Async, some with it off, or some with interleaved/always on.. just forcing something is stupid.

Just because some people were too lazy or "forgot" it, doesn't mean it's okay to force it down into everyone elses throats.. this makes me want to completely uninstall crappy SteamVR and move to something else..

Let the advanced users choose what they want..
最近の変更はMeowCatsが行いました; 2019年5月10日 19時00分
Agreed, needs to be advanced options for users who can read directions.
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投稿日: 2018年10月18日 2時59分
投稿数: 48