So I'm trying to play The Climb as I love these type of VR games. However every time I play it, no matter the graphic settings in game, it's very laggy and choppy and takes no time to give me headaches and nauseous.
My computer specs are way above capable to run this game.
Intel i5-3330 @ 3GHz
16GB RAM
GeForce GTX 1060 6GB
How can I stop it from causing this issue?
Try enabling "Always on Reprojection" in the SteamVR developer settings. I don't recommend you keep this one, but it will tell us whether the CPU is the bottleneck or not. Let me know if it improves the situation.
Still showing the same issue. When I move my head from side the side the menu and background will hang/lag/jump. Does so with Reprojection enabled and disabled. It's showing perfect framerate in general, through the monitor, so I'm assuming the the lag is only displayed through the headset.
How are you turning Älways On" reprojection on and off? I am using Advanced OpenVR Settings, and if I turn reprojection and ASW on/off individually or together, nothing happens. However, the "Always On" option is a different box and requires a SteamVR restart. This completely fixed performance for me and I went from 1.2 SS with Medium to 1.5 on High. It's super smooth.
edit: My CPU is a i7 4770k, so I don't think that should be the bottleneck in my setup (1080 GTX and 16 gb ddr3)
edit 2: Interestingly, I just tested that even on the absolute lowest settings, the "Low Framerate Warning" built into the game shows a warning of 67 frames in the menu screen.
N.B. It did not fix the PC screen flickering when the ingame player sweats (see my other issue)
I have installed and ran the "Advanced OpenVR Settings" as I did not know this was a thing. I found what you were talking about and it was already turned on (the "Always On"). It does need a restart in the advanced options, but didn't prompt me to in the regular GUI on my computer. Still having the same issue. It runs smooth as silk off of my monitor, but in my headset it is extremely choppy to where I can't play it without getting a headache. I am also noticing the issue of the "flickering" you're getting, though it's rare.
Ok, thanks for confirming it is not a CPU issue, please turn "Always On Reprojection" back off again and follow these instructions to report performance data: https://github.com/LibreVR/Revive/issues/353#issuecomment-265434808
Please upload the data in the issue report (drag the files in the comment box).
Please also include your steamvr.vrsettings from C:\Program Files (x86)\Steam\config\steamvr.vrsettings, rename it to steamvr.txt so you can upload it here.
@dedwnl I can't imagine that the Climb, which is basically "Crysis for VR", will preform very well with super sampling. Most VR games on the Vive use Unity, which is generally a lot more light-weight and allow you to do more super-sampling.
So please, when using Revive with AAA titles, set your Render Target Multiplier to 1.0.
It looks like your GPU is completely overloaded, try turning down the graphics settings in The Climb.
The reason it's smooth on your monitor is because it only needs 60 fps to display smoothly. But your headset needs the full 90 fps and you just don't have the hardware to run The Climb on high settings at that framerate.
From the data you sent me it looks like you're getting about 50-60fps, you need at least 50% more performance.
The graphics setting has been tested in various manners. High, medium, and lowest as it can go. Still showing same issue, when my graphic card I have surpasses "Recommended Requirements".
The highest requirement listed is the GeForce GTX 770 for The Climb. I have the 1060 which is way above par. So in other words you're saying that I just wasted $25 on a game that should easily run through my setup? Given this was the first game I bought and used through Revive I know that I'm not going to waste anymore of my money and time on this software. Thanks for your time.
I can understand your frustration @ziggyzerda, however this is mostly due to how poorly TheClimb (via CryEngine) has been optimized. Maybe the game has evolved and the "GTX-770" was an old requirement, but I can't see how this graphic card could run the game.
For instance, I'm running TheClimb through Revive too, with an i7-6700k and a 1080gtx (top end config).
My GPU and CPU are at least 30% superior to your config. However, I can't go above medium settings with 1.3SS or even 1.2SS on some maps before experiencing stuttering.
If everything else has fails, you can still try to:
If nothing of this works, I will be sorry for you, but I ain't sure it is Revive fault. There are a lot of posts on reddit about how poorly the climb is optimized, even when played directly on Oculus.
For instance : https://www.reddit.com/r/oculus/comments/5hsqvm/keep_getting_low_frame_rate_warnings_in_the_climb/ , and there are many other posts/comment about issues on this game.
I personnaly bought and try "TheClimb", "I expect you to die" and get the free "Bullet Train" and "Lucky's Tale". => "The Climb" is by far the worst looking and most demanding game, I had no problem at all with the other games.
TL;DR: blame the game, not revive
@ziggyzerda If you can send the same performance data with the lowest graphics settings active, then I may be able to get a better idea of where the bottleneck is. I also see a lot of CPU spikes, which is something Revive can do something about, but that data is drowned out in the continuous spike on the GPU.
You don't need to send steamvr.vrsettings again though, that one looks good.
I'm having the same issue as described here. I am on the default graphics settings in game. I have an i5 / GTX 960 OC.
By lowering the graphics setting all the way to the bottom - everything was fine. I'll fiddle until I find something that looks good.
The way I would describe it - if I didn't move my head and just looked in the same place - the frame rate was good, but as I turned my head it would kind of jump back and forth.
This seems to be a dupe of #427. I posted my performance data there.
Other way around, #427 is a dupe of this one.
From the performance data it seems likely that The Climb is running into a bottleneck due to the "late start" mechanism. We are supposed to wait for late start when we request new tracking data, but due to multi-threading limitations in OpenVR there are cases where I have to wait a lot earlier.
I'll try and get around those limitations, but I hope OpenVR will improve the multi-threading situation.
Scratch that, when I'm out of the Tutorial it's looking more like a GPU bottleneck, instead of the CPU bottleneck I outlined in my previous comment.
Seems like disabling both asynchronous and interleaved re-projection fixes the issue on my PC. Can anyone else test The Climb with both reprojection options turned off?
It still performs poorly for me with all reprojection turned off. I posted debugging info in the other issue for this, #427.
@sthaber Try turning on the option Enable Always-on Reprojection in the Developer tab of the SteamVR settings. If that makes the game perform much better then that proves it's a CPU bottleneck.
With both reprojection modes (interleaved / async) enabled and always-on reprojection enabled, the headset seemed locked at 90 FPS, although the motion delay was much much higher, making the game a bit nauseating to play. It certainly fixes the judder, however.
I also tried with both reprojection modes (interleaved / async) _disabled_ and always-on reprojection turned on, but the Vive display stayed dark and wouldn't come on. I guess I don't know what I expected. How can you force reprojection without a reprojection method enabled?
Why is it a CPU bottleneck when forced reprojection is on? I was under the impression that reprojection is a fairly cheap transform that can be applied to an already-rendered frame. It's used to take load off the GPU when it can't keep up with the target render times. Wouldn't that mean that it's GPU bottleneck, if forcing reprojection is required to hit the target framerate?
Wouldn't that mean that it's GPU bottleneck, if forcing reprojection is required to hit the target framerate?
Nope, always-on reprojection doesn't generate new frames, so the load on the GPU is the same. Normally OpenVR forces the CPU into a "running start", which means it will block the CPU until a few milliseconds before the GPU wants to render a new frame. This is intended to ensure that the CPU sends the latest pose data to the GPU.
By enabling always-on reprojection OpenVR will disable "late start" and instead compensate for the fact that the pose data is a lot older always applying that latest head pose using reprojection. Thus freeing up a bunch of time for the CPU to process each frame. However due to the fact reprojection can only correct for orientation this is a bit more nauseating as you said.
Got it! Thanks for the explanation.
Contrary to what I suggested earlier - lowering the graphics settings does alleviate the issue - but does not solve it. Even with everything on low - this tracking issue is quite jarring.
I've done a lot of research on The Climb and I've found the reason why reprojection is bugged in this game.
Revive assumes that applications will request tracking data for the next frame, render the frame based on that tracking data and then submit the frame.
Instead, The Climb requests tracking data for the frame after the next frame, and then submits a frame based on the tracking data returned from a previous request.
This means the CPU is running one frame ahead of the GPU, which increases latency but allows for better GPU utilization (doesn't have to wait for the CPU as much).
Unfortunately this is not something that's allowed in OpenVR currently. And reprojection will fail when it receives a frame that wasn't rendered with the latest tracking data.
Nothing worked for me :( I'm on GTX 1070 and i5 4690k and I can't get it to run smoothly :(
@Nordomus I'm currently working on this issue, hopefully I'll have some progress to report soon.
@Nordomus Please try the latest release: https://github.com/LibreVR/Revive/releases/tag/1.1
It should improve performance a little bit, but you may still need to enable Always-on Reprojection in the SteamVR developer settings. (Turn if off again when you're done playing The Climb)
You probably also need to mess with enabling/disabling Asynchronous and/or Interleaved Reprojection.
Try and find a combination of reprojection settings that work well for you and report them here.
Updating to 1.1 helped a bit. I found it playable with "Allow asynchronous re projection" enabled, "Allow interleaving reprojection" disabled and of course "enable always on reprojection" enabled. With those settings the main menu stuttered more then the first non-training climbing level so try and look past that.
GTX 1080 here, I found changing the in game settings didn't seem to effect how severely it would stutter in game or menu.
Hey, I have had The Climb for over a month now (since I bought the Oculus). It has run perfectly, and I often like to do a climb first thing in the morning. I had done one Friday, April 21st, and it was fine, then Saturday morning it was choppy. Like any other issue that crops up like this, I immediately shut everything down and restarted. Nothing helped, and all of the other games ran perfectly. I am inclined to believe that a new update for the Climb has changed something.
I haven't yet tried any of the above-mentioned tips, but I don't believe my hardware would have any issues. I bought a high-end computer in anticipation of the Oculus specifically, and especially when everything was running fine just a couple of days ago.
CPU - Intel Core i7 6800K
GPU - GeForce GTX 1070
anyone have a SAVE GAME file with 100% finish game? or something else... my files are corrupt ( cyclicing error on HD ), tks
I booted up my Oculus this morning for the first time after a few days, there was a software update that needed to install. The Climb was the first thing I started up once the update was complete and everything ran smoothly. I don't know what this means for the Vive or any other VR platform, but the Oculus is running perfectly fine once more.
@Stuporsteve I'm confused, why are you using oculus via revive?
@mikegomak I'm confused, how else would you use it?
I thought this thread is for issues relating to revive - the (amazing) software that allows legally purchased Oculus games to run on the Vive. If you are running an Oculus Rift then Im not sure this is the correct thread for your issue.
@mikegomak @Nordomus He didn't say he was using his Oculus Rift with Revive.
Fixed in the latest release: https://github.com/LibreVR/Revive/releases/tag/1.1.12
Great work, thank you!! Look forward to trying this soon.
On Thu, Jul 27, 2017 at 2:08 PM Jules Blok notifications@github.com wrote:
Fixed in the latest release:
https://github.com/LibreVR/Revive/releases/tag/1.1.12—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
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Remember to use the SteamVR beta and enable Asynchronous Reprojection.
Hi,
I just want to help anyone else having a issue with The Climb and Revive this is what I did and I am able to in game setting re-sample to 1.5 now without glitching or issues.
CLOSE any program that you are using to OVERCLOCK, in my case I closed Afterburner.
Turn ON"Enable Always-on Reprojection".
Turn OFF all of these: "Enable Advance Supersampling Filter", "Allow Asynchronous Reprojection" and "Allow Interleaved Reprojection"
You need to keep Async Reprojection on, The Climb needs it. Update to the SteamVR beta instead, that will fix the stutter.