![]() Have you tried to re-run room setup and set it up as Room Scale the way you want it, instead of trying to use a 3rd party software to do it? Who knows, it could even be the software you're using to adjust the play space. So, it's not outside the realm of possibility that something is running affecting the headset's communication. RGB software like Corsair iCue, NZXT CAM, and ASUS Arura cause major stuttering issues. I know many monitoring software like EVGA Precision, MSI Afterburner, and HWInfo all can cause issues. The Valve Index and HTC Vive/Vive Pro/Cosmos can be heavily affected by software installed on the PC that is running so, that could be something else to look at. How are you sure the controllers and Vive pucks track well? Have you actually had moments of smooth enough game play to use them? If so, was there anything different about that time vs other times you've tried to use it? I understand your frustration but, lashing out at everyone over it won't result in very good troubleshooting. ![]() But focusing on the home room will ensure you're actually troubleshooting the problem and not a game feature. The Forest, No Man's Sky(smooth locomotion), A Wake In, and The Walking Dead: Saints and Sinners are a few i can think of off of the top of my head, that has it. it's called Vignette and can be turned off in the settings. I would focus on trying to make it go away in the steamVR homeroom since many games have a feature that does this to help with motion sickness. ![]() The GPU I was first using my Index with was an RX 5700 xt, which is on par with a 1080 and in the home room I could run it at 100% SS and 120Hz without dropping a single frame.ĭo you know what the refresh rate is set to on the headset and what the resolution is that you're rendering the image? Not only that, but a GTX 1080 is more than enough to render the SteamVR homeroom at more than enough frames. TL:DR: a gf 1080 is very close to the absolute minimum for vr using a valve index, and the "framerate+display frequency" of your games arent reaching 144fps/144hz properly. What happens in reality is that you head moved a bit between the moment they sampled the direction you where looking and the moment the frame finished drawing (about 16.7ms latter), so the VR engine does what we call a asynchronous timewarp to actually "drag and distort" the image around your view to better reflect the direction you are looking "really right now, not 16.7ms ago".īut still, any system has its limits and if you are turning "way to fast" for the combination of gameframerate (with the maximum value limited by your set HMD display frequency, up to 144hz), the asynchronous timewarp will cause something we call black pulling, causing the effect of a literal border portion of the image missing until the next rendered frame arives.Ī quote from the Oculus developer article on ASW:Ī sharp rotation will leave some pixels black at the edges, but this turns out to be minimally distracting. Imagine a game running at 60fps (for a low performance example), each frame is created with the rendered view in the direction you where looking at that exact milisecond. What seems to be happening in your case is caused by "lower than desired" framerate. Ve gotten to a point where if i move fast enough in play space mover, the entire world infront of me shrinks down to a single point for half a second, and i can see black around my perifrial. Im running a GTX 1080 and AMD Ryzen 5 CPU Every one of my drivers as of the time of this last post are up to date, and ive reinstalled Steam vr and steam itself entirely multiple times but to no luck. It hurts my eyes just to play any game due to this effect, and i have no idea if i got a busted headset, or this is some kind of software issue. This is probably the most coherent description i can give of this issue. If i move sideways fast enough, it becomes distorted and i can see a black outline on the side of my eyes. Ive gotten to a point where if i move fast enough in play space mover, the entire world infront of me shrinks down to a single point for half a second, and i can see black around my perifrial. and the faster i move in the opposite direction of my head, the more zoomed out it becomes. The faster i move in the direction of my head, the more zoomed in my FOV becomes. Essentially, when ever i move around in real life or move around with OVR Playspace mover, my FOV is based on how fast i move.
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