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Tracking not smooth and a little delayed.

Open leinardi opened this issue 8 years ago • 96 comments

Your system information

  • Steam client version (build number or date): 1487812945
  • Distribution (e.g. Ubuntu): Ubuntu 16.10 (64 bit)
  • Graphics driver version (run nvidia-settings): 4.5.0 NVIDIA 375.27.10
  • Gist for SteamVR System Information: https://gist.github.com/leinardi/92f4ce3e986209d752c383791c16ef08
  • Gist for Steam System Information: https://gist.github.com/leinardi/7f9cc3f021a3ef546a884260b8a14f78
  • Opted into Steam client beta?: Yes
  • Opted into SteamVR beta?: Yes
  • Have you checked for system updates?: Yes

Please describe your issue in as much detail as possible:

When you move your head around it is noticeable that the tracking of the HMD is somehow delayed and not smooth. This is especially clear if you have tried SteamVR for Windows before. Also the tracking of the Controllers seems to have the same issue: it looks like the position is being interpolated/approximated and the movement isn't smooth and instantaneous like on Windows.

This issue is really annoying for the HMD because it makes the experience really unpleasant and, after a while, nauseating.

This happens with any linear combination of AsyncReprojection and AllowReprojection (both on, both off, only one of them on).

It is most noticeable while playing some game like Destinations or SteamVR Tutorial but, to me, it is also clear inside the SteamVR environment.

Steps for reproducing this issue:

  1. Start SteamVR
  2. Look around and focus your attention on static items like the chaperone bounds
  3. Start Destinations or SteamVR Tutorial
  4. Repeat step 2

leinardi avatar Feb 24 '17 22:02 leinardi

Can confirm, the controllers have ghosting as if they're interpolated. Also the headset movement is delayed, which makes me sick after a few minutes. It's like the world moves around you, instead of you moving around the world.

odensc avatar Feb 24 '17 23:02 odensc

Performance and latency aren't currently expected to be optimal when a VR application is running, but should be comparable to the Windows version in the default SteamVR environmnent. Is anyone seeing subpar performance when no application is running?

Plagman avatar Feb 24 '17 23:02 Plagman

@Plagman The SteamVR environment works great - it's a night and day difference vs the tutorial.

odensc avatar Feb 24 '17 23:02 odensc

@Plagman I first noticed the issue in the SteamVR environmnent, from the first time I started it. Isn't obvious as in Destinations or SteamVR Tutorial because is mostly an empty space but, if I turn my head looking at the chaperone or a lighthouse, I feel that something is wrong.

leinardi avatar Feb 24 '17 23:02 leinardi

yes, at steamvr enviorement works correctly, it's when a application is running that delay appear, as more consuming more delay. At serious sam i have a huge delay at tracking, more than tutorial.

serk7 avatar Feb 24 '17 23:02 serk7

@Plagman I can confirm this is happening on my system, too. The tracking is noticeably slower (or it is my perception as slower). I've noticed this delay in the SteamVR environment from time to time, too... But it happens in every application, period.

aronschatz avatar Feb 25 '17 02:02 aronschatz

I tried updating my kernel to last 4.9 and disabling desktop effects on kde, but still the same.

serk7 avatar Feb 25 '17 16:02 serk7

@Plagman I can confirm the tracking inertia. It appears in every application (including really simple Unity scenes) except the empty default environment of SteamVR. After loading a custom 3D obj-based SteamVR environment (for example the Rick and Morty garage) the latency get's noticeable there, too. ~Since the delay seems to be the same everywhere, I guess that it is not dependend on the application performance itself and maybe lies somewhere in the tracking data pipeline.~ The latency is not present in the display mirror (Chaperone grid and Unity scenes move synchronously and align perfectly) and only inside the HMD. Also, the Chaperone bounds are never lagging. This feels similar to the the latency problem with UE 4.12.

kkriehl avatar Feb 26 '17 01:02 kkriehl

The March 6th build of SteamVR makes this much worse for me. I'm running the .13 Nvidia driver, too. Now, the steamVR environment really shows this much worse.

aronschatz avatar Mar 08 '17 22:03 aronschatz

The March 10th build seems to be moving in the right direction. The SteamVR environment still lags (noticeable when moving your head up and down, less so when right to left, but it is much better than before.

aronschatz avatar Mar 11 '17 02:03 aronschatz

I'm noticing this with the March 16 build as well, especially if you stand still and wiggle your head a little -- the delay is considerable enough to generate nausea (in the StemVR environment). In the SteamVR tutorial, the delay is exaggerated even more so. Running Ubuntu 16.10 x64, Nvidia GTX 980ti w/ 375.27.13 Vulkan proprietary drivers, Unity 7.5.0 desktop environment, Linux kernel 4.8.0-39-generic.

ghost avatar Mar 18 '17 03:03 ghost

I still experience this issue. Performance seems fine, but everything is noticeably delayed. Running Linux Mint 18.2 (based on Ubuntu 16.04) with Cinnamon, NVIDIA Driver 384.69 with a GTX 1080.

The delay happens everywhere including chaperone bounds, SteamVR Home and the standard SteamVR environment.

thestr4ng3r avatar Sep 24 '17 16:09 thestr4ng3r

@Plagman Any news on this issue? it's been 7 months already :'(

leinardi avatar Oct 15 '17 09:10 leinardi

@Plagman I've recently tried to get SteamVR working on my Linux machine and have been experiencing the same issues as described above: the SteamVR tutorial is nauseating (only the default VR environment is smooth). Some details about my machine: Ubuntu 17.04, Quadro P4000 graphics with NVIDIA 387.34, SteamVR [beta]. I also have a Windows machine running SteamVR which does not have this problem. There I noticed that the GPU frame timing is ~5ms while on my Linux machine it is ~13ms. Maybe this points to the issue.
Any help would be much appreciated! Thanks.

VantageVR avatar Dec 12 '17 23:12 VantageVR

Same problem here. Nvidia 396.54 (GTX 980 Ti Strix). SteamVR Build Aug. 7, 2018 at 19:52 Version 1533664367 on Arch Linux (kernel 4.18.5-arch1-1-ARCH). Basically unusable without getting a headache within 5 minutes. No issues on the Windows version.

phiresky avatar Sep 03 '18 14:09 phiresky

I can no longer reproduce this for quite some time now.

Vash63 avatar Jan 15 '19 01:01 Vash63

No, the issue is still present. Since my last comment, I have switched distribution, used many different nvidia driver and SteamVR versions, but not a single time I did not experience a delay in tracking. And since everything is proprietary and closed source I see no way to debug this myself. Here is a system report from SteamVR: SteamVR-2019-01-15-_09_49_59.txt I could imagine many users wouldn't even notice the delay, but it is definitely there and makes SteamVR absolutely unusable.

thestr4ng3r avatar Jan 15 '19 20:01 thestr4ng3r

SteamVR user for two years on Windows. Finally took the plunge and installed it on Ubuntu 18.04. I immediately noticed what felt like a full frame of latency vs. the Windows experience I'm very used to.

CPU: Ryzen 7 2700x GPU: RTX 2080 ( 410.57 )

I'm not on the Beta branch, but the entire Ubuntu/Steam/SteamVR/Nvidia installation is entirely new from this weekend. My timing graph stays flat at 6-7ms, with plenty of headroom. It's just a persistent, tiny delay at the beginning and end of every head movement that isn't present in Windows and seems unrelated to actual performance.

JustHereForThisOneThing avatar Apr 10 '19 19:04 JustHereForThisOneThing

Same issue here as well, after some time head movement will have a slight delay which is extremely uncomfortable. CPU: Ryzen 7 1700 GPU: RX Vega 64 Kernel 5.0.2-steamvr-generic Currently on Steam Beta Branch & SteamVR Beta Branch

Pyrarrows avatar Apr 20 '19 04:04 Pyrarrows

Update to this, now that the tearing bug is fixed ( #196 ) I can once again reproduce this. It seems whatever was done to fix the tearing (vsync?) brought back the latency. This is with an Nvidia 2080 and the drivers that fixed the gsync tearing, 435.27.07

Vash63 avatar Nov 15 '19 18:11 Vash63

I have also noticed this regression, although in my case it appears to be from upgrading from NVIDIA drivers 440.36 to 440.44, which also fixed the gsync/steamvr combo tearing, albeit in a different driver branch, if I understand correctly.

From what I remember, when I was experiencing tearing in the headset with the previous driver, the portion of the screen above the tear seemed to occasionally have the same level of latency as I experience with the newest driver, but the portion below the tear always had latency on the same level of Windows (that is, noticeably lower latency). I'm not sure why this would be though, especially if frames are being rendered from the top of the screen downward...

I have also noticed that I can make the latency go away for a bit by opening the SteamVR dashboard or causing frame drops in the VR application. But every new frame drop has a chance to reintroduce the latency again.

tizzir avatar Dec 15 '19 20:12 tizzir

I noticed the exact same symptom regarding the tear where the area below the tear was very responsive and fast. I'm also seeing something similar where sometimes the latency is better than others, seems to come and go between SteamVR boots or opening and closing applications, even with the same applications.

Vash63 avatar Dec 16 '19 22:12 Vash63

Any news on this one? It still happens in now with 1.10.21 and the 440.59 driver and it makes VR completely unusable.

Edit: it does still seem to be fixed by turning off gsync.

edwin-v avatar Mar 03 '20 19:03 edwin-v

Ran into this issue using the following: Pop!_OS 20.04 LTS, SteamVR 1.13.10, GTX 1080Ti (driver 440.100).

Switching to 120Hz has stopped there being a visual delay between movement and display, (original being 90Hz).

TreeOnFire avatar Jul 19 '20 10:07 TreeOnFire

@edwin-v Unfortunately, I don't seem to observe the same behaviour. I get the roughly the same amount of latency increases whether or not I have Allow G-SYNC/G-SYNC Compatible enabled in the Nvidia control panel.

tizzir avatar Sep 05 '20 17:09 tizzir

Sorry to bump an old topic. Are there any updates at all for this problem? Proton works so well now that I'd be so glad to play VR on Linux but the latency is headache inducing. It appears like any fixes posted in this thread are nvidia specific.

I'm on up to date Arch with kernel 5.9.1-zen2-1-zen #1 ZEN SMP PREEMPT Sun, 18 Oct 2020 02:45:20 +0000 x86_64 GNU/Linux mesa 20.2.1-1 5700XT gpu 3700X cpu

duckbytes avatar Oct 30 '20 18:10 duckbytes

No updates as far as I'm aware. I'm still hoping for a fix at some point... Or at least a better idea of what's causing the issue. Even with a Nvidia card I haven't had any luck with fixes mentioned here on recent drivers, except for being able to temporarily fix the latency issue by inducing a frame drop (such as by opening the SteamVR menu in-game.)

With this temporary fix, games like Beat Saber become quite playable. I can play multiple levels before I see any latency issues, and when I do, I just open and close the SteamVR menu.

Games like Hot Dogs, Horseshoes, and Hand Grenades have more frequent frame drops on my GTX 1070, however, so I'm required to open and close the SteamVR menu fairly frequently to mitigate latency issues that occur.

Overall, the latency is less of a deal breaker for me, and more of a mild annoyance.

tizzir avatar Oct 30 '20 20:10 tizzir

That's interesting it can be fixed by opening the menu. For me the latency is there from the beginning and is fairly consistent. It's there in the default SteamVR environment and doesn't seem to change regardless of what I run.

duckbytes avatar Oct 30 '20 23:10 duckbytes

I tried out the beta version 1.15.6 today and the problem seems to be a lot worse for overlays. The dashboard or xrdesktop windows seem to lag by half a second behind head movements. It looks very weird with everything seeming to wobble around in your vision. Overlays also stutter a lot when moving your head.

Games however aren't too affected. They still lag only a little like before.

duckbytes avatar Nov 04 '20 23:11 duckbytes

That sounds like #395

ChristophHaag avatar Nov 04 '20 23:11 ChristophHaag