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YorkyPudsy

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  1. YorkyPudsy

    DiRT Rally 2.0 - VR FAQ & Performance Guide

    Oh, didn't know that. At least it's consistent I suppose! Yeah, hopefully they can sort it in future for both Oculus Store + Oculus-native on Steam then.
  2. YorkyPudsy

    DiRT Rally 2.0 - VR FAQ & Performance Guide

    It's great that we now have a native Oculus version of DR2.0 on Steam, but why is the desktop window stereoscopic / showing both-eyes? Obviously it doesn't affect whoever is wearing the headset, but it's not ideal for hotseat, recording/streaming, or observers in general. Most VR games (including the SteamVR version of DR2.0?) just show a single eye/view in the desktop mirror window. @PJTierney Any news on an official fix? Or perhaps someone knows a workaround in the meantime? Thanks!
  3. @PJTierney Please can you confirm if this "stereoscopic monitor view on native Oculus build" issue reported in this thread has been logged / is being investigated? (I'm on Steam, but OP @raymyburgh is on Oculus Store, so presumably affects both). Also as @cestomano asks above, why does the audio on the Oculus build only output to the default Windows audio device (desktop speakers) rather than to Oculus itself with optional mirroring to default device, as per every other native Oculus app? More details below... I've been away from DR2.0 for a while as I was frustratingly spending all my time with it troubleshooting & reporting issues. I decided to have another quick try yesterday now that we have native Oculus support on Steam, and after I read that the USB-device-related periodic stuttering was finally fixed (which I'm happy to report is indeed the case, for me at least!) But now I find that the native Oculus build on Steam is showing the output from both left & right eyes, side-by-side. As mentioned by others above, this isn't great for hot-seating / local observers / recording / streaming. It's hard to believe it was intentionally set up that way...? Why not just show the output from one eye in the mirrored desktop window, like the SteamVR version does? Also, the Oculus version of the game on Steam doesn't output audio to the Oculus device itself... instead sound is directed to the default audio device (desktop speakers). This leaves us having to switch devices manually, just for this game, because every other native Oculus game directs audio to the Oculus device & then is automatically mirrored to the default device if the user has that setting enabled in the Oculus software. Please can someone look into sorting out these couple of issues with the native Oculus build on Steam? Thanks!
  4. Yeah, thanks again @obo . I'm sure I'm not the only one who appreciates the work you put in (besides DirtFix itself) to investigate the cause & proper way to handle device polling, and then document it all along with suggestions. @PJTierney of course it is unusual for a large dev these days to revisit older titles outside of urgent/critical fixes. But as @Ialyrn suggests, now that the hard work has been done & the solution is a known entity, if someone could at least pass on the request & look into the feasibility of updating DR & D4, that would be greatly appreciated. Presumably future games might benefit from this same knowledge, maybe even GRID (don't have it yet, so dunno if it also has the issue.)
  5. @PJTierney is the quoted part below (from the upcoming v1.10.1 DR2.0 patch notes) referring to these "every-2-second" stutters which some of us are experiencing (unless we unplug/disable certain USB devices or use @obo's DirtFix)? If so, thanks very much! If possible, please can this same fix be retro-fitted into other affected CM titles? Fixing at least DR & D4 would be appreciated, since DirtFix also targets those games. And presumably the issue isn't present in the recent GRID release or has been fixed there too already? Thanks!
  6. YorkyPudsy

    DiRT Rally 2.0 - Server Connectivity Issues

    Yes, please! If there's already an internal facility for detecting issues, then please adapt it into a public-facing "Service Status" page (assuming there isn't such a thing already?) Also would make sense to include notices of any planned downtime on there, along with any ETA on fixes etc. as more info becomes available. That way everything is in one place, in a consistent location that anyone can check as a first port of call when troubleshooting. It might cut down on the cumulative hours players spend investigating, reporting or trying to resolve connectivity issues that are outside of our control or already known about & being worked on by CM.
  7. YorkyPudsy

    DiRT Rally 2.0 - Server Connectivity Issues

    Yeah, new CM game releases & discounts on older titles seem to be one common cause of Racenet failing due to increased traffic. And it appears to fail across multiple CM games when it does so. CM, please... invest in extra Racenet capacity increase capacity in advance of planned events which are likely to lead to increased traffic & failure of Racenet (new game releases, discounts, timed events) implement 24/7 monitoring & support for Racenet (players/community suffer needlessly each time it fails over a weekend & doesn't get fixed until UK office hours the following Monday) investigate possibility of Racenet services auto-recovering/restarting when these issues occur (as an alternative/interim arrangement to the above 24/7 support) reduce reliance on Racenet in your current/future games (in particular, allow single-player/career modes to function in their entirety without it) Thanks!
  8. YorkyPudsy

    F1 2019 - Loss of FPS after patch 1.12 [R2]

    Thanks! Any hints as to the actual cause of the problem? And/or if there's any workaround possible in the meantime, eg. via editing config/xml files? On one lower-spec CPU-limited PC I've observed that even lowering all in-game settings to minimum doesn't help performance (now gets 30-45fps on any settings from lowest to high, whereas it used to get constant 60+fps on high). So I'm guessing the bug is causing excess CPU load in some way?
  9. @obo Thanks for doing a detailed analysis of the every-2-seconds stutter caused by input device polling, and you're an absolute star for providing others with a solution. I usually prefer to avoid using anything that modifies or hooks into games, for fear of triggering some form of anti-cheat or similar, and to avoid the risk of malware... that's just me being as cautious as I would be with any other code, so please don't be offended! In any case, I'm sure we'd all rather this was fixed properly... @PJTierney Is there any news regarding CM integrating this input-device-polling fix natively (into at least DR2.0 & D4 hopefully?), so we don't have to rely on 3rd party hacks/workarounds or unplugging/disabling random USB devices? It looks like @obo has narrowed down the cause quite specifically for the devs, along with suggesting a better method of registering to receive a callback when input devices change, rather than continuously polling all devices every 2 seconds. Or perhaps a quicker/interim solution might be to disable the polling during any on-road action, but leave it active in the menus? Thanks! https://github.com/simonowen/dirtfix/#cause
  10. YorkyPudsy

    Dirt Rally 2 stuttering every 2/3 seconds

    Yep, there seem to be plenty of us reporting this same issue across multiple threads. Please can CM prioritise this a little higher for investigation? Anyone reading this thread with the same problem... please "vote up" this thread using the up arrow to the left of the subject at the top, in case that helps draw attention! For me, it only happens in VR with headset connected, although clearly it's an issue for some people using the standard desktop version, and since a long time before VR support was added. I can tell when the issue is there by the periodic CPU spikes on the "Developer > Advanced Frame Timing" chart in SteamVR every 2 seconds, even when CPU & GPU are under little load on the menu. I posted more details of troubleshooting I'd tried, what worked (sometimes) for me to fix it, along with pictures of the charts on one of the VR bug threads, but they keep getting replaced with new threads for each new update, burying any feedback people put effort into supplying. Sometimes I can resolve it by disconnecting/disabling certain USB devices, sometimes by actually attaching then unplugging an ADDITIONAL device, but the specific devices & USB ports seem to vary day to day, and sometimes I simply can't resolve it even if I unplug everything except my keyboard and/or mouse. Needless to say, I've not had the problem before in any other titles, including original Dirt Rally, even tested immediately before/after having the "every-2-second" stutters in DR2.0 with all the same devices attached.
  11. YorkyPudsy

    Noticeable head tracking lag with Index

    Same, with Rift CV1 on SteamVR, and I've mentioned it on a couple of other threads before. I'm on the low-end for VR, but easily get 45fps with ASW and Low-to-Med settings. If I turn everything down to the absolute lowest without ASW I think it sometimes hits 90fps, and even then there's this same "lag" on the head-tracking (actually it's perhaps more noticeable then, because I think 45fps with ASW masks it to some extent). It's perhaps a subtle thing, so I could understand it not sticking out to some people. There's something there which isn't present in the original DR for example, or other VR driving titles. And I agree it's more noticeable when the car isn't moving. To me, it looks like the head-tracking is perhaps 1 frame behind... although I think that would be more jarring/sickness inducing, so I actually suspect it's maybe trying to do some sort of "smoothing" or something to the head-tracking that's perhaps introducing a slight delay. In addition, the HUD/overlay/timing info exhibits a similar kind of effect for me, only much worse. It looks like there's some kind of intentional "stabilisation" going on (like springs/damping!) The HUD/timing info kind of floats around semi-independently... rather than tracking 1:1, locked with the cockpit. If I shake my head left/right, the timing info sways over the rear-view mirror area, clearly not "locked" to the car. This is much more noticeable than the more subtle "lag" on the head-tracking related to the rest of the in-game world. I can only assume this is intentional for some reason...? Perhaps to improve readability during the more bumpy drives? Steam / Deluxe / i5-4460 / GTX 970 / Oculus Rift CV1 / 16GB RAM / Win10 Pro 64-bit v1903
  12. YorkyPudsy

    DiRT Rally 2.0: Version 1.7 VR Feedback

    OK, add me to the list of people where this periodic "every 2 second" judder seems to be related to USB/controllers. This is a long post, but perhaps worth a read for anyone who gets the "every 2 seconds" judders in VR, but otherwise gets good framerates. I'm listing a few suggested workarounds (two of which I haven't seen anyone mention before). There might also be some useful feedback for the dev team in here, if the root of the trouble does end up being within the game itself... Note: If I mention ASW below and you're not an Oculus owner, instead use your equivalent... I assume, the motion smoothing setting through SteamVR. I'll start with the suggestions, for anyone short on time or who doesn't want to read my ramblings!!! First, to make things easier, if you're an Oculus hardware owner, especially if your PC isn't on the high-end, make sure you try forcing ASW on all the time (either press CTRL+Numpad 3 within the game, or use eg. Oculus Tray Tool). Long-time Oculus users will know this, but this can eliminate any slight/occasional stutters you may get each time ASW auto-enables / disables itself if your framerate fluctuates around 45fps. A constant smooth 45fps can be preferable to *almost* being able to run 90fps constantly with occasional stutters as ASW kicks in! As a bonus, if you settle for 45fps you can turn up the graphics settings a bit! This won't resolve the "USB Device-Related" judders some of us get every 2 seconds, but it may improve your experience & make it easier to diagnose them, or tell if/when you've fixed them (also see my Steam VR Advanced Timing charts below for an example of what you're looking for). Steam Library -> DR2.0 -> Properties -> Steam Input Per-Game Settings -> "Forced On". This is what I did the very first time I got rid of my "every 2 second" judders a few days ago. I was about to post about it here, but then I couldn't reproduce it again! It was the first sign I had that there was definitely some link between the issues & my controllers/USB devices, despite having previously tried the game with no USB devices other than keyboard connected! Worth a shot. Launch DR2.0 in VR, then attach a new USB device/controller/keyboard, then unplug it. This seems so bizarre given that we're all talking about our suspicions that the game is causing CPU spikes because it may be polling our various USB devices, but ADDING ANOTHER USB device & then removing it seemed to cure the periodic judders for me today. I'm not sure if it was the adding or the removing, and I tried a couple of different USB ports before I got it to work. But then I rebooted to re-test, the judders came back & I couldn't solve it by doing this again... however I also set Steam Input back to "Forced On" for DR2.0 (which I had reverted to default setting when I couldn't get it to work again the other day), and the judders went away again! Unfortunately, it all seems a bit too indeterminate/flaky to me, so I've not got great confidence that the problem won't come back for me, but it seems ok for now, across a few reboots & game restarts. Due to a Windows bug in v1903, make sure you have a folder (create it if not) at ' C:\WINDOWS\system32\config\systemprofile\AppData\Local\TileDataLayer\Database\'. A long-shot, but I have to mention this as I did this shortly before my first ever time getting rid of the judders! I really don't think this one is related, but I'm mentioning it due to the timing of things, just in case. I had noticed frequent errors in my Windows Event log related to Windows Start Menu / Tile Database, which I've solved by creating that folder. This seems to be related to Windows v1903, which I possibly updated to at some point shortly before DR2.0 VR update. So I guess it's a possible factor if those of you getting these periodic judders haven't yet updated to v1903. Read here for more details on the Windows bug: https://www.tenforums.com/windows-10-news/133041-known-resolved-issues-windows-10-may-2019-update-version-1903-a-2.html#post1638963 My setup: Steam / DR2.0 Deluxe / Oculus Rift CV1 + 2 sensors / i5-4460 + GTX970 + 16GB RAM / Logitech G29 + Shifter + Pedals (+ various other unrelated USB devices, joysticks, etc.) In my case... I only get these periodic judders with my headset connected in VR (never so far when playing on standard monitor) The judders make your viewpoint briefly "shudder", as if your head has taken a slight knock, even if framerate is continuously good (eg. 90fps, or 45fps with ASW) I'm referring to this as "USB Device-Related" judder in my notes below These consistent brief judders are completely unrelated to any performance-related stuttering, which is best resolved by turning down settings to suit the hardware. It felt to me that whenever I have "USB-Device Related" periodic judders, there was also a noticeable lag/delay to the headtracking keeping up with my head movements (which went away whenever the judders did) I can *nearly* get consistent 90fps with everything on lowest, but I prefer consistent 45fps with ASW force-enabled & settings turned up a bit (somewhere between Medium & High for me on i5-4460 + GTX970) I have various USB devices connected including wheel/pedals/shifter, and needless to say I have never experienced these periodic judders in any other game, VR or otherwise, including previous CM titles, with all those same devices connected. I had no success before now, after previously trying various things suggested here plus a whole load of others (including the oft-suggested unplugging / disabling USB devices... I even tried with nothing connected but a keyboard to launch the game!). But thanks to everyone for continuing to post your experiences. I'm glad I persisted as I finally managed to get rid of those judders. I'm not confident enough to say they won't come back another day or a reboot though! I first thought I'd fixed it over the weekend, and was about to post my solution here, but upon re-testing I couldn't reproduce the results. Suffice to say, there's something a bit flaky going on with the game & it's interaction with USB hardware, and "every 2 seconds" (pretty much precisely) would appear to be the common theme. Anyway, I persisted & eventually made a bit of a breakthrough... Here's what my SteamVR -> Developer -> Advanced Frame Timing looks like in various situations... NOTE: For all my testing & results below, all graphics settings were turned down to their lowest (note that some settings have an even lower setting that can be changed manually even after selecting the lowest preset). Once I solved the CPU spikes/periodic judders, there's headroom in there for me to run at higher settings, it just made it easier to eliminate any possible performance-related stutters by running everything at the lowest to start with. USB Device-Related Judders - Periodic Stutters (CPU spike every 90 frames with ASW @ 45fps = every 2 seconds)... In a Time Trial, sitting on the start line... On the Main Menu... ASW repeatedly auto-engaging/disabling periodically - Main Menu - Periodic CPU Pulses every 60 frames - ASW on auto/default (CTRL+4) giving perhaps 50fps average... If you're seeing this, your occasional stutters can perhaps be solved by simply force-enabling ASW (or SteamVR/your headset's equivalent motion smoothing) all the time. For me, I'm not sure why the main menu doesn't seem to want to maintain 90fps when it's clearly capable of nearly 90fps on lowest settings while driving. But the main thing to note here is how the frame timing chart looks different to the more abrupt spikes in the previous chart which exhibits USB Device-Related judders. These "pulses" seem to be a sign that ASW is enabling/disabling, and indeed I could make them go away & return at will by forcing ASW on or auto with the keyboard shortcuts CTRL+3 or CTRL+4. What it should look like if you have no periodic stutters / no CPU spikes... for me, with smooth 45fps & ASW=Forced On(CTRL+3)... Time-Trial, sitting on the start line... Main Menu... As a reference, see my previous post on this thread for a lengthy list of other things I tried (without luck until now) to fix the periodic judders... Hopefully there's something useful in there that helps someone 🙂 Hopefully the periodic judders don't come back for me (but I kind of expect they will at some point!) Hopefully CM can reproduce the "every 2 seconds" judders / CPU spikes, or perhaps have already done so? And perhaps DR2.0 might receive an update which prevents/avoids those CPU spikes, which do seem to be related to USB devices/controllers in some way... whether it's the game constantly trying to detect the currently-connected controllers every 2 seconds, or something else along those lines.
  13. YorkyPudsy

    DiRT Rally 2.0: Version 1.7 VR Feedback

    Yeah, good explanation. I've been finding it really hard to describe, and I've not seen anything like this before in other VR games... When performance is an issue, I usually prefer driving games at 45fps with constant ASW, rather than turning everything down to try to hit 90fps but then having occasional judders if ASW kicks in. But one odd thing I found while troubleshooting DR2.0 stuttering... I tried disabling ASW completely with the Rift (CTRL+1, or you could use the Oculus tray tool), and the framerate went over 45fps (as you would expect)... perhaps anywhere between 50-90fps for me, depending on my settings, I don't remember exactly. But there was that same constant "shuddering" of the head tracking as you move your head around (as you described above). It's almost like really poor tracking, or perhaps some sort of conflict between two things trying to set the view position/direction at the same time & stepping on each other's toes, sort of jumping backwards & forwards in time by a few frames' worth of head movement. This is not what I've experienced in other VR games when I disable ASW, even if the framerate can't maintain 90fps... usually it would of course get a little choppy (so of course I'd usually leave ASW on), but I don't recall games having this weird constant jittery view. I wonder if Oculus ASW might be masking this jittery head tracking when it's enabled, or perhaps the game/SteamVR keeps accidentally force-toggling ASW even when I think it's disabled, as I saw someone else suggest (each time ASW turns on/off there's always a slight judder in every game, so I guess if that were happening constantly it could explain what we're seeing). For anyone with Oculus & DR2.0 on SteamVR, try pressing "CTRL + Numpad 1" to completely disable ASW while in the car in VR, and then repeatedly shake your head left/right... perhaps other people out there get the same result... something's definitely not right with all that shaking that I'm seeing in the way the view moves, even with all the settings on the lowest & getting a good/consistent framerate.
  14. YorkyPudsy

    Will stuttering be fixed?

    I didn't notice the framerate changing so much. I seemed to be getting constant 45fps with Oculus ASW enabled, which I tend to prefer for driving games, rather than turning everything down to maintain 90fps & getting occasional hitches if ASW kicks in. At 45fps with ASW I had plenty of CPU & GPU headroom (especially on lowest settings). But what I did notice was big spikes/pulses in the frametimes/CPU on SteamVR's Advanced Frame Timing chart, exactly every 2 seconds.... which obviously perfectly matched the brief regular "shudders" in the head tracking, despite the framerate being good & consistent.
  15. YorkyPudsy

    Will stuttering be fixed?

    Hmmm... thanks for linking that vid. That is a little worrying if the "every 2 second" judders have been present so long without being resolved. I had previously assumed it was a recent problem and/or VR-specific... The video does seem to demonstrate the same periodic judder that I have observed in VR. From my testing, CPU usage peaks for a fraction of a second during each "hitch", but GPU usage remains consistent. Except in VR, instead of a complete "freeze" during those short periods of high CPU usage, I assume that Oculus ASW (or SteamVR's equivalent for other headsets) is kicking in to try to maintain fluid motion for your head movement. But perhaps due to the heavy CPU load and/or inaccuracies in head tracking, we observe that as a few frames of "shuddering" (imprecise/laggy head-tracking) instead of a completely frozen image. Even with all the settings on the absolute lowest (where the framerate otherwise seems great in VR, even on my very modest setup), those same periodic judders persist. The strange thing is I never experienced this before the VR update, on the same system and with all the same peripherals, when playing on a standard display. And more importantly, if it is USB-related, and perhaps linked to me plugging in an extra device (the HMD), then I can't seem to resolve it even if I remove all extraneous USB devices, including my wheel/shifter/etc. And it doesn't help if I disable various HID entries in device manager, as was also suggested. I've never observed these "every 2 second" judders/CPU spikes in any other games, including any previous CM games, nor in various other VR driving games where I use all the same USB devices & VR headset. So, it would appear to be more likely an issue in the game itself? I've already given a report of the issue, setup & numerous things I've tried during my troubleshooting on the main VR bug thread. Hopefully CM can commit to investigating & resolving this, as like you say, it's not really playable.
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