Helifax identifies Chaperone problem with Asgard's Wrath
Posted: Tue Nov 12, 2019 9:36 am
Not really 3D Vision related, but I wanted to share this information for anyone using SteamVR/Revive to play the outstanding Asgard's Wrath game.
Even with my i9-9900X/2080Ti/32GB/high-speed SSDs setup, I have been getting game-killing stutter after playing the game for at least several minutes (down to 1-5 fps, persisting even in static environments). Eventually, I would have to stop the game and SteamVR to return to normal frame rates.
Through web searches, I discovered that Helifax has been researching this problem, and he identified the source of the issue - the interaction of SteamVR's dynamic Chaperone boundary with the game (he thinks problem arises when trying to determine back-buffers to draw). See https://github.com/LibreVR/Revive/issue ... -544295039. He recommends leaving the Chaperone boundary always on (only the outline on the floor). Because this approach tends to break immersion, I chose to use SteamVR Advanced Setup tool to disable the Chaperone entirely (a little more dangerous, since I already hit one wall with one of my controllers while the Chaperone boundary was enabled, when playing this highly active game). The game stutters have stopped. Thank you, Helifax!
I reported this issue to Sanzaru (game developers) via their Discord support, but I suspect the involvement of third party products like SteamVR and Revive (versus native Oculus environment) may slow any investigation.
Even with my i9-9900X/2080Ti/32GB/high-speed SSDs setup, I have been getting game-killing stutter after playing the game for at least several minutes (down to 1-5 fps, persisting even in static environments). Eventually, I would have to stop the game and SteamVR to return to normal frame rates.
Through web searches, I discovered that Helifax has been researching this problem, and he identified the source of the issue - the interaction of SteamVR's dynamic Chaperone boundary with the game (he thinks problem arises when trying to determine back-buffers to draw). See https://github.com/LibreVR/Revive/issue ... -544295039. He recommends leaving the Chaperone boundary always on (only the outline on the floor). Because this approach tends to break immersion, I chose to use SteamVR Advanced Setup tool to disable the Chaperone entirely (a little more dangerous, since I already hit one wall with one of my controllers while the Chaperone boundary was enabled, when playing this highly active game). The game stutters have stopped. Thank you, Helifax!
I reported this issue to Sanzaru (game developers) via their Discord support, but I suspect the involvement of third party products like SteamVR and Revive (versus native Oculus environment) may slow any investigation.