Although the latest Deovr update is not available at my Steam, the performance today was back to normal.
What's wrong with deovr?
Cheered too soon, it is crap again.
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Hello!
@iddqd I will try to answer your questions:
- Graphics card, driver version: NVidia Geforce GTX 1060, Driver version 551.61
- CPU: Intel Core i7-7700HQ CPA @ 2.80 Ghz
- Windows version: Windows 10 22H2
- Headset: Oculus Rift S
- Runtime (Oculus Home, SteamVR): Oculus Home
- Connection type (Oculus Link, Air Link, direct connection (in case of Rift or WMR)): direct connection
Oculus Store
- Version of Oculus Home: Meta Link App Version 62.0.0.235.346 (62.0.0.235.346)
- Oculus DeoVR version: 13.15
- Which OpenXR runtime in Oculus Home (Settings -> General -> OpenXR Runtime): Meta Quest Link.
When it happens? --> It seems to happen after some minutes running DeoVR and watching videos (not always the same fixed period of time).
When the issue happens, the CPU seems to go nuts (100%) according to the Task Manager.
BTW, just in case it could be important, my PC is connected to internet by Wifi (Wi-Fi 5 802.11ac).
@iddqd @[deleted] Hi! Was the info I sent you helpful?
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Ryosuke1976 Hey, this has been passed to the team and they are looking into it! Appreciate the insights!
@[deleted] Hello guys. Do you casually have any news regarding this issue? Were the dev team able to figure out the cause? Thank you.
At least for me the bad artifacts are gone after the last update.
I cant really say anything to the problem with the bad performance, because I never noticed it.
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Ryosuke1976 Still nothing I'm afraid. I've been passing on all new details that I find and if someone sends them over to me.
Hi,
I changed 2 things yesterday and got the problem fixed for me. I do not know yet which of those 2 was crucial so I will just post both:
- In Steam I switched the SteamVR version from current version to "temp_v1.27.5" Beta. This was mentioned in some Steam post to help with performance issues in general. You can change the version somewhere in the settings in Steam itself.
- Inside SteamVR you can downscale the resolution in the options. I set it to 50%. This was also said to improve performance in some post.
Trying these out might hopefully help someone.
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Xinffert Hey, this is very useful information, I have passed this to the team to see if this information will help them approach this problem from a different perspective!
@[deleted]
Hello, any news regarding this bug? It's been more than 3 months since I have been paying my subscription (actually, 4 if you count this month too) and I am still unable to use the app. I totally understand you are trying your best to have the issue fixed (no doubt here), but the thing is I am spending money in a product I cannot enjoy and I am beginning to get used to it, so I am also thinking about cancelling my subscription, asking for a refund for all these months and moving on to another provider, or maybe coming back in a future when there is a nice offer (like Black Friday).
I am sorry if this message sounds aggresive, it is not my intention. I am also an IT engineer and I can understand how frustrating can be trying to solve a bug whose cause cannot be found. But I also thought it was fair to let some steam out and letting you know how I feel about this (and I guess I am not alone here).
I hope we can have good news soon. Kind regards.
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Hey Ryosuke1976, I really understand how you feel and it's completely okay to say this out loud. So far I have been passing the feedback from a lot of users in regards to the Steam version of the app, and the team has been working constantly on trying to understand why this degradation is coming from in the first place, but I think they hit the spot with the version 13.17. This was the recent information I got from the developers:
We reworked the Input System update (the feature that handles all controller interactions) so hopefully, this update will fix many other issues with the SteamVR version of the app.
With that being said, can you please try to upgrade to the latest version and let me know if you're still experiencing these problems?
[deleted] Hi! Thanks a lot for the reply. I am using the DeoVR version from the Oculus Home. Could you please ask the developers if the fix is also valid for Oculus Home users or if I should use the DeoVR version from SteamVR? Thank you!
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Ryosuke1976 Can you once again let me know what is Oculus device you're currently using? Both of the versions should be 13.17 but if your device is SteamVR-powered, please utilize the Steam version of the app.
[deleted] Oculus Rift S
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Ryosuke1976 Appreciate the information, please proceed in installing the DeoVR app straight from the Steam.
[deleted] Thanks! Will do and let you know the result.
Why in the world cant you give us a version before this problem started? Why cant i get a extremely specific answer to that? Is it actually impossible to give us a version prior to early december??? I dont understand this and i dont understand why you cant answer that.
ThorOfAsgard I am going to make of "Devil's Advocate" here, but as a IT engineer I can understand their decision for multiple reasons:
- It requires an infrastructure availability to correctly manage previous versions.
- Their maintenance process, as well as the app design, is not prepared to handle rollback functionality to previous versions, which I guess it will make quite difficult not only to document and prepare such process, but also take responsability of any problem during it (imagine the process goes wrong and your device becomes unusable, who is responsible there?).
- Finally, the support team, for any new issue reported, has to take into consideration old versions of the app which can be madness to correctly address and manage the problem.
Obviously, I don't know the SLR work process and this information is born from my personal experience as IT professional. But at least I hope it helps you to understand their decission and feeling a bit better.
Kind regards.
[deleted]
ThorOfAsgard Hey, I already gave you an answer to this on the 15th of February:
The reason why we are not providing the older version is that we can't vouch for its stability and that all features will work as expected. We understand that this performance degradation issue is causing you inconveniences but like doublevr said, the DeoVR team is working on fixing it. They used the logs other users sent over to try to replicate it and understand what was happening, but this is something that is quite hard due to a lot of hardware combinations, and not all of them are affected by this.
I also second the thing Ryosuke1976 posted, as this gives a better explanation behind the reasoning why.