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There are a lot of possibilities, but you can test this independently by using a tool like cnping https://github.com/cntools/cnping/releases/tag/1.0.0 to see if the ping also remains erratic when not streaming at all, or under different conditions.
Additionally, try to toggle the wifi off and back on in headset, going into/out of standby does not trigger the driver reload, but I am curious if that has any impact.
If you do not see spikes in cnping, when you do see spikes in the Steam Link detailed debug graph, please let us know!
There is another user who is experiencing something else like this who is also using a local USB streaming device.
Conclusion: It would seem that whilst there is some spikes in ping on a semi-regular basis, they are nominal when not under load, and using the default settings. When increasing the time between pings, there is slight degradation, and the "rhythmic" aspect appears, but the ping still hovers around a solid 15ms. It is not until Steam Link initializes that the numbers become severe, with spikes growing in both frequency and intensity.
Unsure if related. but I used Microsoft's Network Monitor, ran the ping, and filtered it out in the monitor results, and I noticed that during the ping spikes, the Quest unit appears to be "phoning home" to a server owned/operated by Facebook/Meta. Specifically, it contacts 31.13.70.51 and other similar IPs (plus an array of oculus URLs). A lot. Is it possible a software update from the Quest is causing it to spam "home" in such a way that it degrades the connection? Or would this be a red herring?
Reran the test in network monitor, but with Steam Link, and the RTP & UDP communications filtered out. I can confirm now that every time a lag spike happens, the Quest sends and receives a burst of communications with Facebook/Meta/Oculus servers. These bursts directly correlate to lag spikes in Steam Link. Unsure if side effect of greater issue, as correlation does not equal causation, or if Quest software is doing something it shouldn't, or if a combination of factors.
I am really surprised by this - and that other users don't seem to be seeing similar issues, but would like to learn more about it. Sadly, I don't have insight into Meta's internal workings. I would be curious what you find.
Re: Test Results:
1. Those spikes are VERY severe! They are over 150ms (more than ten frames!) but, this is likely an artifact of your headset having the network screen up. If you close your network settings in the headset, they should not appear. My expectation is that they are actually network search events.
2. Your third image does give away quite some secrets. In that ping test, your spikes aren't spikes and more mountains, this happens when there is either network contention or too much bandwidth used for a specific link. I am curious how much bandwidth you were using when you hit them.
In general, the network profile from your third test, and your first message are inconsistent. As in, they are likely caused by different base reasons. Your first post shows sporadic peaks, and low bandwidth usage. Whereas your third test shows consistently queued packets.
Just pointing out your conclusion is the opposite of the take away that should have come from the tests. I.e. don't look at average or min, only look at max, and the period.
Perhaps I should have been more verbose, because the network screen wasn't up when these tests were taken! So if they are network search events, it's occurring even when the menu is close. It may or may not be possible in my case to mitigate this using ADB (I have a developer unlocked Quest), but this is suboptimal if so, as this means anyone else who might experience my issues in the future would also need to do so, and this does not solve the core issue.
To clarify, when tests 1 & 2 were taken, the headset was in the Quest home, with no apps open, and no menu displayed. I did reset the network before running these tests. But all three tests were done back to back as a set.
I would be curious too, though I'm not sure how to measure that, amusingly enough. I know the link speed is 866Mbps, but that's the theoretical max speed capable based on the connection, if I'm not mistaken. The bandwidth usage I imagine is much lower.
UPDATE: Whilst it's not reliable, vrserver.exe uses about 3.2MB/sec, or approx. 26Mbps, outgoing, and 340KB/s receiving, or approx 2.7Mbps, per Resource Monitor. I cannot find anything else in resource monitor that is using the connection, which suggests to me that the source of these spikes may be Quest-side? That is, if the only executable accessing the Quest's network is, in fact, Steam Link, then any lag must be attributable to the Quest itself. Is that line of thinking sound?
The Quest is also the only device on the network, not counting the host machine, and the network itself is limited to 1 singular device at a time (again not counting the host), so if there's any contention, it's not with other devices on the network (as there are none, in this regard).
This is strange, and perhaps an inconsistency between cnping & Steam Link. Or, perhaps, if I had captured more of the debug window it would have given a better picture, as the peaks, whilst they may appear sporadic, were mostly consistent, even in the debug window, and the Steam Link debug window output is consistent between sessions as it was during Test #3.
For reference sake, I have edited the original debug window screenshot to outline the actual peak "sets" as they occur. ➜[ibb.co] Occasional sporadic peaks beyond this may occur, but what was highlighted has been consistent.
I was factoring in average & min for the period mostly for the sake of ruling out a "generic" bad connection issue; I.E. if the connection were bad, the ping would be consistently bad as well, rather than these strange rhythmic "bursts", which suggest something with more curiosity and nuance behind it, which may be resolvable.
Whilst researching my issue, I came across a similar issue seemingly plaguing the Quest 3. More specifically, the Quest 3, on v63, experiences network lag when the headset is in motion. ➜[communityforums.atmeta.com] Whilst I am on v64, not v63, and using a Quest 2, not a Quest 3, I can say that with some additional testing, the spikes do appear to be more frequent with movement. Furthermore, the issue linked is labeled as "Not Resolved" despite being marked solved.
Likewise, v64 was pushed out April 8th, which is within the 2 week window in which I was not regularly using the headset. I am beginning to think the most recent update may have caused issues with the Quest 2's networking hardware, or is otherwise introducing some new sort of load which the network is not fit to handle. Am I wrong to think this?
There might be a bit of another answer here, re motion and lag spikes. Wifi has extreme locality to its quality. Even over small areas, you can find that certain positions and orientations of devices can have an order of magnitude different max throughput than positions and orientations even an inch or two away. So it is possible you are moving through the space causing different behavior.
*** What specific dongle are you using? Do you mind finding it's USB VID/PID in device manager so I could investigate that specific dongle? ***
This is generally only exhibited on older wifi hardware because newer wifi hardware can negotiate much better than older hardware can, though.
One of the thing that has me concerned/interested is what you found regarding the headset connecting to facebook's servers. My intuition would suggest that that only happens on the home screen though. Just something interesting to look into.
Thank you for pulling all these threads.
I'm using M.2 PCIe adapters connected to the motherboard, not USB. As mentioned prior, it was an RTL8822CE, with 802.11ac (and configured in settings to only use 802.11ac 5GHz, with its b/g 2.4GHz disabled.
I have however switched to an Intel AX200 Wi-Fi 6 802.11ax card with external antennas. I did so both for its Wi-Fi 6 capabilities and its external antennas. This card is also considerably more configurable than the previous Realtek device, and allowed me to engage in some interesting experiments. To humor you, its Hardware ID is "VEN_8086&DEV_2723&CC_0280"
For the testing, this new card specifically allows me to lock the 5GHz network to a specific specification, rather than use the highest available. As such, I tested performance and checked the ping on 802.11n (Wi-Fi 4), 802.11ac (Wi-Fi 5), and 802.11x (Wi-Fi 6), with interesting results:
I will be doing further testing.
You would think. But no, it did it also whilst in a Steam VR environment.
Update: For information's sake, here are some of the domains/IPs it contacts, coinciding with ping spikes:
I am shocked by your tests re: Wifi 5/Wifi 6, since it does not line up with my experiences here. It makes me wonder how different this would be in your setup with a router.
Also, I wonder if USB dongles would provide different behavior.
Anyway, if someone else stumbles across this thread, I hope they can continue to provide to the body of knowledge on this topic.
Just to remark: I was too, haha. Like, you would think the connection would improve with Wi-Fi 5, and further with Wi-Fi 6.
But as mentioned previously, signs now point to an issue with v64 of the Horizon OS which causes issues with 802.11ax networks, and in rarer cases, 802.11ac networks as well, based on the very large thread over on the Meta community forums.
I'm one of the seemingly first to experience this with a Quest 2 however (the thread focuses on Quest 3), but it would seem otherwise there's some strange bug effecting select units with recent software updates, going as far back as v63.
Seeing as Meta doesn't recommend using 802.11n (Wi-Fi 4) to begin with for such use cases as AirLink and kin, it does not surprise me that it seems the least affected by the bug, honestly. If any changes were made to their networking stack on the Quest side, it'd likely focus on 802.11ac/ax connections.
If other users experience these issues in the future, this thread is a good place to point them: https://communityforums.atmeta.com/t5/Get-Help/Not-Resolved-Known-Issue-Quest-PCVR-streaming-micro-lags-and/m-p/1158799#M279266
i changed wifi 6 bandwith from 20/40/80/160 mhz to 20/40/80 mhz and frame drops disappeared
charlesl wrote: "I am really surprised by this - and that other users don't seem to be seeing similar issues, but would like to learn more about it."
I have had exactly the same problem for almost a year with the Quest 2. Periodic DRX spikes. I used Virtual Desktop before. At first I thought it was a problem with the new RX7900XTX graphics card, as there are fewer frame drops with HVEC codes.
But with Steam Link and this great debug tool I was able to narrow down the problem further.
I also think that the problem came with an update to the Quest 2 firmware. It may also depend on the hardware revision, as I also got a refurbished device before. Before that it worked perfectly for 2 years with an RTX2080.
I use a TPLink Archer AX10 dedicated router connected to the Realtek PCIe Gbit onboard Ethernet controller. Only for VR streaming. Windows 10.
I'm glad I found this post. I have now tried the following in the router settings:
- Bandwidth set from 20/40/80MHz to 20/40 or 20Mhz --> No success
- Encryption changed --> No success.
- Mode set from ax to a/n/ac mixed --> No success.
Best regards
Happy to help troubleshoot by providing any useful information.
However, my network setup is a bit weirder:
Host PC for steam VR -> router (as wired AP) -> router --5Ghz Wifi 5 connection--> Oculus Quest 3S
Worth noting that the issue does not appear in the setup with only one router:
Host PC for steam VR -> router --5Ghz Wifi 5 connection--> Oculus Quest 3S
Edit: nevermind. It seems the issue appears in both setups. Particularly if I move the headset.