Jitter in Steam VR (Oculus)

In Steam VR and for example Neuro I get pretty obvious jitter. If I move my head left/right I can see the scene stuttering enough at least to notice.

I can participate in loads of other stuff from Oculus and everything is rock solid, but go in to Steam VR and immediately jitter...

Any suggestions?

Is there a configuration for Steam VR?
 
Haven't used my Rift in ages, but I believe if you disable all three reprojection options (settings window opened from the the status panel on the desktop - two in the "Performance" section, one under "Developer"), ATW/ASW gets to take over...
 
Side note.... If you update Oculus home it will add steamvr games to your Oculus menu after you launch them once. So no more launching from steam. Steam starts up with Windows but all I have to do is start the game from Oculus app. Might bypass your problem.
 
In Steam VR and for example Neuro I get pretty obvious jitter. If I move my head left/right I can see the scene stuttering enough at least to notice.

I can participate in loads of other stuff from Oculus and everything is rock solid, but go in to Steam VR and immediately jitter...

Any suggestions?

Is there a configuration for Steam VR?

Hard to say what is causing the jitter is, but most likely the settings you currently have for ED. The following settings work well for me with a i7600t CPU, GTX 1070 and 16 Gb DDR4 Ram, but you may get better or worse results depending on your rig. The settings also assume you will be using Steam VR:

GPU Settings in the Nvidia control panel

In Manage 3D settings:
- Ambient occlusion = Performance.
- Anistropic filtering = 8x (not sure ED uses this, but it should!).
- Antialiasing - FXAA = Off.
- Antialiasing - Mode = Application controlled.
- Texture filtering Quality = Performance.

Also make sure that:
- CUDA - GPUs = All.
- Power management mode = Prefer maximum performance.
- Threaded optimization = On.
- Vertical sync and triple buffering are both off.

Steam VR Settings
- Supersampling = 1.5 ( Steam VR SS uses a slightly different method to Oculus which is less hungry, but still based on pixel density).
- Asynchronous Reprojection = checked (don't use interleaved, its too aggressive).

ED Display and Graphics Settings

- Vertical sync = Off.
- Run shaders = On.
- Model draw distance = About half way.
- Texture quality = High.
- Shadow quality = Medium.
- Bloom = Off.
- Blur = Off.
- DOF = Off.
- Antialiasing = FXAA (normally no antialiasing when using supersampling, but I've found FXAA still helps with aliasing and it's light on resources).
- Supersampling = 1 (using SteamVR instead. Don't want to lots of SS)
- Ambient Occlusion = Medium (I think the game is better with this, but it can affect performance).
- Environment Quality = Ultra.
- FX Quality = Medium.
- Reflections Quality = High.
- Material Quality = Ultra.
- HMD Image Quality = 1.5
- Galaxy Map Quality = Medium.
- Terrain Quality = Ultra.
- Terrain Work = about half way (or less as its hungry for resources).
- Terrain LOD blending = Ultra.
- Terrain material quality = Ultra.
- Terrain sampler quality = Ultra.
- Jet cones = Medium.

If you still get jitter can do the following:

- lower SS to 1.25.
- Use Oculus debug tool to check that pixel density is at the default (0) and disable ASW (not sure whether either will help, but basically want to make sure they are not running in the background as you are using SteamVR for both SS and reprojection).
- include the following snippet in the steamvr.vrsettings file (C:\Program Files (x86)\Steam\config) - "ignoreVelocityReports": true You'll find examples of the file on the net. Ignoring velocity reports can noticeably reduce a "nervous twitch" in some cases. note - the most recent version of SteamVR may now have this as an option, not sure though as don't use it for ED.

Ok, fire it up and good luck :)

o7
 
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Deleted member 115407

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Hey Neil - after running the game once from Steam, it showed up in my Oculus app. When I run it from there, I get much better performance and a much​ better picture.

As a matter of fact, I can comfortably play it without glasses now (loses a bit of sharpness, but still playable).
 
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Hey Neil - after running the game once from Steam, it showed up in my Oculus app. When I run it from there, I get much better performance and a much​ better picture.

As a matter of fact, I can comfortably play it without glasses now (loses a bit of sharpness, but still playable).
Well what's odd is now I get no jitter even in SteamVR.
 
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