Frametime spikes with ALVR and SteamVR

Evening all,

I've been trying to get my laptop (specs in my sig below) to co-operate with me today in getting ALVR working with SteamVR and GearVR on a Galaxy S8+.

It is not going well.

Regardless of settings (I've even had the resolution low enough to make the game look more akin to Minecraft than Elite), I get very regular skipping in-game, accompanied by frametime spikes in the SteamVR client. See the picture below for an illustration.

Capture.PNG


It's the regularity of the spikes that have me stumped. They're about 0.8-0.9s apart and are accompanied by a noticeable skip in-game. However, the spikes are present even when only SteamVR is running. Native Samsung GearVR apps run just fine. To date, I have:
  1. Updated GPU drivers
  2. Updated Intel drivers
  3. Updated Rapid Storge Technology
  4. Stopped the Killer Network Service
  5. Stopped the Realtek service and switched to an external soundcard
  6. Stopped SteamVR Home from launching (the most common solution to the problem)
  7. Uninstalled my AV software
  8. Created an exception for SteamVR in Windows Defender
  9. Uninstalled Afterburner
  10. Uninstalled Intel XTU (Mmmmm... toast...)
  11. Disabled Spectre and Meltdown mitigations (then re-enabled them when that had no effect)
  12. Turned off Bluetooth
  13. Switched between H.264 and H.265 encoding
  14. Switched resolution, supersampling and graphics quality settings from VR med to VR low and the like.
  15. Sacrificed a capybara at the altar of Pauahtun (my children aren't in the country right now)
The laptop is wired to a Cat5 socket on the router (100mbps) and the GearVR is running on an 802.11n WLAN at 300mbps. Both are well within the stream bandwidth, which has run from 11 to 30Mbps.

Nothing works to address the spike with the accompanying stutter. I'm stumped, and figured I'd ask for help. What have I missed?
 
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