Rift Judder and FPS discussion thread.

Heavy judder in RES sites - yes or no


  • Total voters
    35
  • Poll closed .
Judder with r9 290

Hi!

I am getting bad judder with gamma release. I haven't played since a few builds but performance was better then!
I set everything to low except oculus quality at max for text readability.
My system: i7 3770k @4.7ght, 16 gb, amd r290 @1150mhz all watercooled and not throttling.

The rift is set to extended with the primary running @75hz.
Vsync on.
 
Getting VERY bad judder when settings are on max, took down the majority of the settings, and I still get some, but not a LOT of judder. I'm running a GTX 980, i7 and all that other good stuff.
 
yes there is an issue somewhere, your rig is killer. try older drivers if you're running the latest.
It's likely that there is an issue somewhere in the compute libs, but it's best for compatibility to install a driver that ships with them.
 
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I can confirm I have judder that is the worst I have had so far with gamma. Very down as beta 3.9 just a day ago was the best I had experienced. I could play on fairly high settings with no judder at all. To be honest I have noticed with every beta that comes along the first release is amazing performance then it just goes to crap, can't understand it. I know it's not my pc as it can clearly run it butter smooth. Has anybody else noticed this?

My specs are r9 290 tri x i5 4690k 3.9 ghz 8 gig ram windows 8.1 SSD
 
I guess they messed AMD support up then since you also have a R9 290.
It was really smooth before but now it is a mess!
 
I get less in roid fields and stations, but otherwise it's fine (single 290 active only, ofcourse)
I think it was catalyst 14.7, running on win 7 64bit. Can't check right now.

I run a pair of r9 290s and a good water cooled rig and it struggles to maintain 60fps.

I wasnt able to get crossfire working properly for the rift at all, so i just disabled it and run on one oc'ed card and maintaining 75fps solid in the places you'd expect ...
p.s 'watercooled' doesn't really say a whole lot about the cpu ..
 
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I'll do a frsh driver install then.
About crossfire: disable it. Even at 75 fps latency will ruin the experience.
As long its is AFR it's worthless.

Edit: Did a complete driver sweep and installed the latest non beta catalyst since the beta wont work with my eyefinity setup.
It fixed my issues. Now i get 75 fps unless in a space station with everything on high and shadows on medium and antialiaising off.
Oculus quality slider is maxed.
 
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View is shaking/vibrating

Hi,

I'm experiencing strange camera view shaking after some play time. My view starts to shake rapidly for small amounts like my ship is vibrating. When I cover my DK2's front IR diodes with my hands it will go away. The shaking returns after a while after I've uncovered the front. So it seems like it has something to do with positional tracking. I don't have this effect in any other demos/games and I have half of Oculus Share on my HDD. This even happens in deep space where FPS are at 75. And no, there are no interfering IR lights (unlit room).

This is the system config:
Intel Core i5 2500k @ 4 GHz
8 GB DDR3
AMD Radeon R9 280X @ Catalyst 14.4
Windows 8.1 x64
Oculus Rift DK2 @ Runtime 0.4.3

Rift setup:
Entended Mode (Primary display, left to the monitor)
Rotated
1920x1080
75 Hz
Recent firmware, IPD calibrated

Monitor setup:
Extended (secondary display, right to the DK2)
75 Hz (resolution lowered from 1920x1080 to 1280x1024)

Catalyst settings:
Default except Flip Queue Size = 1 (set with Radeon Pro)

Elite settings:
Overall Quality set to Medium
Draw Distance at about 75%
Shadows set to Low
Blur Off
Bloom Off
AO Off
AA Off

Is anybody else experiencing this problem?
 
I have had that happen occasionally. It seems to be due to high latency from poor internet performance - whether the game servers or your ISP. I notice it most when my wife is watching Netfilx, so that's my theory anyway. Yet another cause for judder.
 
DK2 and Judder Performace

I thought I'd start this as a separate discussion on the judder that occurs when using the rift if for nothing more than so Frontier can have an easy way to check how changes etc impact on wider variations for performance. If you have a rift and are getting good or not so great performance, please post your details, I'd love if we were able to help improve the rift experience.

What is judder? It appears as a 'drag' when you turn your head while the frame rate is less than the refresh rate.

My rig:
Window 7 home premium 64 bit
16gb ddr3 ram
i7 @ 2.7ghz
2 x Radeon HD 5800 1GB (tested in both crossfire and stand alone) - Latest drivers
Elite installed on primary SSD drive
Monitor: LG E2350V - 60hz @ 1920x1080, 75hz @ 1182 x 870.
SDK 0.4.3

When not using the rift I get a really damn good experience on my monitor using cross fire mode and setting all graphics options to max. One of the later beta releases caused slight frame rate losses when in/around stations. I very rarely see it drop below 60fps.

I use the rift in extended mode and reduce my primary monitor resolution to allow a 75hz refresh rate, I disable aero and use fraps to monitor my fps.
Shadows: low
Bloom: low
Blur: Off
AA: Off
Vsync: On
Effects: Off
Rift Quality: Max (reading text on menus is hard enough!)
Draw distance: lowest

At Menu: 75fps
In Station: 30fps
In Space: 60fps
Galaxy Map: 15fps

I haven't tried gamma 1.1 yet, but we have a separate thread for that.

As a test on just my rigs ability to run the rift I've run some of the demo's and other games.
- Steam VR - No issues
- Steam VR playnig youtube fullscreen - No issues ( try a few HD videos, will blow your mind!)
- Half life 2 - No performance issues (everything is weirdly proportioned)
- Virtual Desktop - No issues
- Minecraft - No issues (i did throw up due to motion sickness though haha)
- Demo Scene + Vienna - no issues.
 
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Single GTX 980, i7 4970k 4ghz, 16mb Ram, SSD etc.
Rift runs 1920 x 1080 in external mode

Always above 75fps (= no judder) with everything on default high. With two exceptions:
- Galaxy map, slight judder. Judder goes away when I lower Galaxy map quality (think I have it on low or medium, not sure)
- Luxury stations (the ones with glass domes and trees), these judder badly at high setting. Only goes away on low. Which is sad since everywhere else the performance is great.
 
Judder is an uneven framerate.

@75hz you get a new frame every 13ms

So with vsync on if you get 10 frames in a row at full framerate you get basically this:
0123456789

But if you drop 2 frames and it dips to 60fps then you get this:
0123356779

So frame 3 sticks too long, frame 4 is missing, 7 sticks too long, 8 is missing. This causes the world to jerk or judder as you move your head.
 
I would say it's the 1gb video cards not having the power to run the game, basically in rift mode you are rendering the game at double the resolution since it is rendering both eyes. Also crossfire or sli is not good for VR (rift) atm since it has added latency and in more cases than not performs worse than and single card (again only for VR)

I would say for games atm you should be looking at leat an r270 or gtx 770 for a "playable" experience.

You have to remember with the rift 75fps is the "minimum" if you get even 74fps or lower for a split second you will get some judder.

Also what i7 processor runs @ 2.7ghz? All i know of is laptop processors that do that speed.



Here is a good writeup on performance for the rift from someone on the oculus forums.
It really comes down to simple math. Lets say you've been gaming at FullHD until now. You've been playing your favourite game in Ultra settings at ~30 fps. This is currently possible with a decent mid-range GPU, so why is the Rift so much different? I'll try to explain:

The Rift screen "only" has FullHD resolution, but the internal rendertarget of the Rift is actually 2364 x 1461 pixels, due to the lenswarping. So basically every Rift title needs to render 75% more pixels to get the most out of that FullHD screen. Those 30 fps are now already down to 17fps (naively asuming a linear performance scale).
You need two different perspectives, one for each eye. Some parts of the scene might not need to be computed twice, but most do which almost doubles the GPU workload per frame(this is not a static number, some games might see a less dramatic drop and game engines will likely optimize for this over time, but right now they're pretty inefficient for SBS 3D so lets go with the worst-case). That turns our 17 fps into 8fps, effectively little more than ~10% of our desired framerate of 75.
Due to reasons explained by others before, you actually need to at least match the screen refresh rate to have a good VR experience. The DK2 runs at 75 Hz, the consumer version will most likely be 90 Hz AND higher resolution. Taking the above figures we can conclude that in order to run that same game at identical detail settings, you'd actually need at least a 10x more powerfull GPU to have a perfect DK2 experience, and a lot more for the consumer version. Ouch!


For now all we can do is drop detail levels and find a good compromise between visual quality and performance. I know its hard, I've always been an eyecandy over framerate kind of gamer myself. But in the Rift this is an entirely different scenario and framerate is king.

There is some help on the horizon that might make this a bit less dramatic. Asyncronous timewarp (not to be confused with normal timewarp, which is already in the SDK) is a feature Oculus is working on, but it isn't ready yet on PC (only GearVR). What it does is basically create intermediary frames based on the last rendered frame, a depth buffer and the new tracking information. It is supposed to be quite effective in optimal circumstances and makes a couple of dropped frames much less destructive to the experience than it currently is. Hopefully we will get to see this feature added to the runtime in the coming months.
 
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You know there's a cfg file to change the hz of the rift? I think in game you select 75hz but the file doesn't update, you have to change it yourself.
 
You know there's a cfg file to change the hz of the rift? I think in game you select 75hz but the file doesn't update, you have to change it yourself.

Depending on how FD has implemented their checks for low persistence you might loose it by changing the rift to anything but its 75hz, although not certain of this It would be interesting as it would let people run at a lower fps but for those sensitive to it the 60hz can cause eye strain with the perceived strobbing.
 
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