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YorkyPudsy

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  1. YorkyPudsy

    DiRT Rally 2.0 - RaceNet 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.
  2. YorkyPudsy

    DiRT Rally 2.0 - RaceNet 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!
  3. 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?
  4. @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
  5. 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.
  6. 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
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. YorkyPudsy

    DiRT Rally 2.0: Version 1.7 VR Feedback

    ( NOTE: I originally mistakenly posted my feedback below on the "non-VR stuttering" thread in response to the recent suggestions to unplug USB devices & disable HID devices, so mods are welcome to remove/edit my post on that non-VR thread if desired, although some of the content may still be relevant there if it turns out the cause of the periodic stuttering is not VR-specific. I experienced no stuttering at all when using my standard display before the VR update. My comments below are specific to my experience of the SteamVR version of the game. Despite the game basically running quite smoothly with Low-to-Medium settings & ASW, there are very brief periodic stutters/shudders that myself & certain other players are getting once every 2 seconds, including some with much more powerful hardware than my low-end VR setup. Unfortunately, the suggestions regarding USB devices didn't work in my case. I think I've run out of things to troubleshoot for now [see below!], so I await further updates or suggestions. Thanks! ) Thanks for adding those tips, but unfortunately neither help solve the periodic CPU spikes & judder for me with the Rift on SteamVR. I even tried unplugging everything including keyboard, just leaving mouse to launch the game. I was hoping this might work around the problem for now, as several people mentioned a possible cause being USB devices being regularly polled or similar by the game. The CPU spikes consistently happen every 2 seconds (pretty much exactly every 2 secs), as reported on the other VR bug thread, matching charts someone else posted of the same CPU spikes. I can see the CPU usage spikes/pulses on SteamVR's "advanced frame timing" graph, each pulse lasting for a fraction of a second (perhaps less than 0.2s, I didn't take too much notice of the duration, but the frequency is almost exactly 0.5Hz, so there's clearly something happening repeatedly at that frequency causing brief but heavy CPU usage.) The CPU spikes happen even with all the game's settings on the absolute lowest... and on those settings I'm clearly getting very fluid motion, and the hardware is easily capable of rendering at higher settings... except every 2 seconds my view "shudders" slightly for a few frames during the CPU spikes. I've tried various tweaks suggested by the community & guides here but haven't found anything which works yet. I've tried all these plus some others I probably forgot...! close all unnecessary programs temporarily switched to SteamVR Beta v1.7.4 force the game to use windowed mode for the VR mirror display instead of fullscreen by editing the hardware config xml disabled (lowered to zero) in-game "head shaking", just in case it was a bug with that disabled Steam overlay lowered the game's settings to minimum, including AA (worth mentioning since it's in a separate section of the game's options) unplugged all USB devices including my wheel (except for just mouse or keyboard to launch/navigate the game! I tried once with each left plugged in!) disabled USB HID devices in device manager updated to latest Nvidia driver & also tried latest hotfix driver Nvidia max render-ahead frames for VR = 1 all different options for Oculus ASW (CTRL+1/2/3/4)... interestingly disabling it (CTRL+1) seemed to make the game exhibit a constant jitter/delay with the game's tracking of the HMD, even when the framerate was very good, which doesn't seem normal at all... perhaps that's hinting at some kind of "fighting"/conflict between SteamVR & the game, in determining the position of the head/view? Or some kind of out-of-sync / delay on the game determining the head position? I mention that because I've noticed the floating HUD elements seem to track with that same kind of delayed response (regardless of ASW setting), like they're slightly behind the HMD movement (maybe just a couple of frames, only just perceptible), so they move slightly independently of eg. the windscreen etc. as you look around, and then they catch up when you stop moving your head. I just wondered if it could be related? reduced 'Application Resolution' in SteamVR, but it didn't seem to make a visible difference even at the lowest 20% (which I would have expected to be extremely blocky/blurry, but the resolution in the HMD looked the same, so either this setting doesn't work with Rifts, or the game is overriding something?) I run a number of other VR games on the same hardware, all the usual suspects of driving games which I won't bother to name, including the original DR... all without any problems. I usually settle for 45fps with ASW enabled, because my hardware isn't up to consistent 90fps, but that is perfectly acceptable to me, so I'm not expecting wonders here. DR2.0 does also seem like it would be plenty smooth enough, if it weren't for these regular brief judders every 2 seconds. Reading around the various forums (Reddit, Steam, here) I've seen a number of people having the same issue, not just with Oculus hardware but also with Valve Index & with WMR headsets. It would be interesting to find out if this issue is specific to the SteamVR build, but until/unless the native Oculus SDK build is made available as an option on Steam, we can only rely on feedback from people who have purchased on both stores (whether they own Oculus headsets, or use Revive with different headsets). ... ONE QUESTION: Have CM managed to observe or reproduce this regular/periodic (every 2 seconds) judder / CPU spikes ? Or at least taken note of the reports that it exists so they can investigate ? Thanks! ... Steam / DR2.0 Deluxe / Oculus Rift CV1 + 2 sensors / i5-4460 + GTX970 + 16GB RAM / Logitech G29 + Shifter + Pedals
  12. ( EDIT: I just wanted to make clear, I had no noticeable stuttering when playing on a monitor before the VR update. My comments below are specific to me using the SteamVR version of the game after the VR update. I notice the "non-VR" in the topic title, so please feel free to move my post to the VR bug thread if it's more appropriate. However, a number of people have suggested that USB devices/polling could be the cause of the periodic stutters certain players are getting every 2 seconds, some on much more powerful hardware than me, so my comments seemed appropriate in light of these additional USB-related suggestions on this thread, especially since they didn't work in my case... ) Thanks for adding those, but unfortunately neither help solve the periodic CPU spikes & judder for me. I even tried unplugging everything including keyboard, just leaving mouse to launch the game. I was hoping this might work around the problem for now, as several people mentioned a possible cause being USB devices being regularly polled or similar by the game. The CPU spikes consistently happen every 2 seconds (pretty much exactly every 2 secs), as reported on the other VR bug thread, matching charts someone else posted of the same CPU spikes. I can see the CPU usage spikes/pulses on SteamVR's "advanced frame timing" graph, each pulse lasting for a fraction of a second (perhaps less than 0.2s, I didn't take too much notice of the duration, but the frequency is almost exactly 0.5Hz, so there's clearly something happening repeatedly at that frequency causing brief but heavy CPU usage.) The CPU spikes happen even with all the game's settings on the absolute lowest... and on those settings I'm clearly getting very fluid motion, and the hardware is easily capable of rendering at higher settings... except every 2 seconds my view "shudders" slightly for a few frames during the CPU spikes. I've tried various tweaks suggested by the community & guides here but haven't found anything which works yet. I've tried all these plus some others I probably forgot...! close all unnecessary programs temporarily switched to SteamVR Beta v1.7.4 force the game to use windowed mode for the VR mirror display instead of fullscreen by editing the hardware config xml disabled (lowered to zero) in-game "head shaking", just in case it was a bug with that disabled Steam overlay lowered the game's settings to minimum, including AA (worth mentioning since it's in a separate section of the game's options) unplugged all USB devices including my wheel (except for just mouse or keyboard to launch/navigate the game! I tried once with each left plugged in!) disabled USB HID devices in device manager updated to latest Nvidia driver & also tried latest hotfix driver Nvidia max render-ahead frames for VR = 1 all different options for Oculus ASW (CTRL+1/2/3/4)... interestingly disabling it (CTRL+1) seemed to make the game exhibit a constant jitter/delay with the game's tracking of the HMD, even when the framerate was very good, which doesn't seem normal at all... perhaps that's hinting at some kind of "fighting"/conflict between SteamVR & the game, in determining the position of the head/view? Or some kind of out-of-sync / delay on the game determining the head position? I mention that because I've noticed the floating HUD elements seem to track with that same kind of delayed response (regardless of ASW setting), like they're slightly behind the HMD movement (maybe just a couple of frames, only just perceptible), so they move slightly independently of eg. the windscreen etc. as you look around, and then they catch up when you stop moving your head. I just wondered if it could be related? reduced 'Application Resolution' in SteamVR, but it didn't seem to make a visible difference even at the lowest 20% (which I would have expected to be extremely blocky/blurry, but the resolution in the HMD looked the same, so either this setting doesn't work with Rifts, or the game is overriding something?) I run a number of other VR games on the same hardware, all the usual suspects of driving games which I won't bother to name, including the original DR... all without any problems. I usually settle for 45fps with ASW enabled, because my hardware isn't up to consistent 90fps, but that is perfectly acceptable to me, so I'm not expecting wonders here. DR2.0 does also seem like it would be plenty smooth enough, if it weren't for these regular brief judders every 2 seconds. Reading around the various forums (Reddit, Steam, here) I've seen a number of people having the same issue, not just with Oculus hardware but also with Valve Index & with WMR headsets. It would be interesting to find out if this issue is specific to the SteamVR build, but until/unless the native Oculus SDK build is made available as an option on Steam, we can only rely on feedback from people who have purchased on both stores (whether they own Oculus headsets, or use Revive with different headsets). ... ONE QUESTION: Have CM managed to observe or reproduce this regular/periodic (every 2 seconds) judder / CPU spikes ? Or at least taken note of the reports that it exists so they can investigate ? Thanks! ... Steam / DR2.0 Deluxe / Oculus Rift CV1 + 2 sensors / i5-4460 + GTX970 + 16GB RAM / Logitech G29 + Shifter + Pedals
  13. YorkyPudsy

    DiRT Rally 2.0: Version 1.7 VR Feedback

    Ah! Thanks for capturing that. Yes, that could very well match the regular judders that a number of us are observing, even if the underlying performance is pretty smooth otherwise (eg. it even happens at the lowest settings). I had previously estimated it at about once every 2 seconds for me on the Rift/SteamVR, but it's probably possible to work it out more accurately from that graph... Is that frame number along the bottom? So they seem to be about 160-ish frames apart? Since you mention Valve Index, depending on what frame rate you have it set to (120 / 144Hz ?), that could be about 1.1 to 1.3 seconds apart? Seems a little more frequent than I remember, or does the Index support lower refresh rates? Regardless, it does seem to be a regular, short CPU-intensive thing that's happening. Something the game (or SteamVR) is only performing about once every 1 to 2 seconds? Possible memory leak, garbage collection, or similar? Most likely somewhere within SteamVR itself, or the game's implementation of it, since comments I've read from Oculus store users indicate that build doesn't exhibit this flaw.
  14. YorkyPudsy

    DiRT Rally 2.0 - Input on Inputs!

    Is there any news/progress on analog handbrakes? Whether it's being considered or prioritised...? Besides the requests in this thread, there seem to be plenty of other threads, but I've seen no official statement anywhere yet. Or at the very least, for those of us with an analog axis mapped to this binary input, please can we have some way of configuring a basic deadzone? Otherwise the in-game handbrake keeps engaging for fractions of a second due to vibrations or movement of the wheel/cockpit/whatever the input device might be attached to, which will obviously affect the control & pace of the car. DR2.0's input-mapping & multi-device handling are so much improved over the original DR & other CM games, but the handbrake seems to be the one thing that I think I'll still need to use a 3rd-party tool for.
  15. YorkyPudsy

    DiRT Rally 2.0: Version 1.7 VR Feedback

    Thanks for commenting @deadsunrise . Funnily enough, I also happen to have my driving setup just near the boundary (one corner) of my defined play area... my head is just inside enough that it can be tracked properly by my 2 Oculus sensors/cameras. So maybe that is a possible cause of it, although I do have the boundary/Guardian disabled for driving. Kind of hard for me to move things around to test though! It's actually reassuring in a way that this juddering is not an Oculus-specific issue with the Steam version. I've seen a few people on the Steam forums mention having similar stuttering with the Index too. Like you say, it's probably something related to either SteamVR or CM's integration with it. Perhaps CM mostly tested the SteamVR edition on Vive & assumed all other headsets would work ok? Sounds like the Oculus store version is fine for Oculus hardware, but I'm not willing to buy multiple copies of the game. I'm hopeful this stuttering will be fixed for the Steam version, for both Oculus & Index users.
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