• [deleted]

Ryosuke1976 Hey, this has been passed to the team and they are looking into it! Appreciate the insights!

10 days later

@[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.

    • [deleted]

    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.

    8 days later

    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:

    1. 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.
    2. 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.

      • [deleted]

      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!

      7 days later

      @[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.

        • [deleted]

        • Edited

        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!

            • [deleted]

            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]

              Ryosuke1976 Appreciate the information, please proceed in installing the DeoVR app straight from the Steam.

                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.

                    iddqd

                    "we can't vouch for its stability and that all features will work as expected"

                    That is not a valid reason to not give us a previous version. It has been 4 months with no change. If it does nothing more but make it like it was prior to the december update thats better than it is now, i dont need assurances that performance is 100%, as long as its something more. However if its the reasons Ryosuke1976 said (especially if it could damage peoples devices) that is more understandable. If thats not the case then i dont care if it doesnt work as good because it worked before your december update. Its crazy to me that you guys can have a working version before your december update, and then you do an update and cant figure out what you did wrong after 4 months. This happened the instant i did the early december update so that is obviously what went wrong.

                    I'll add my specs though:

                    4070 Ti Super 551.23
                    Ryzen 5900X
                    Windows 10
                    Quest 3
                    I tried Quest Link Cable, Air Link (have 5ghz 1200mbps) and Virtual Desktop. Quest Link Cable and Air Link both work the same. I get about 40 FPS with 80% GPU Usage. The nastiest problem that makes it kind of unusable is when i move my head around the whole screen moves around (yes i tried with 6DOF on and off). Another strange thing is that when i press the menu button on my controller (the concave button your thumb sits on) which lets you see other apps open, all of the app windows are transparent (which doesnt happen with virtual desktop). Virtual desktop is more usable in a different way. I get about 30fps with 99% GPU useage, but it doesnt make the app windows transparent and the only thing that makes it more usable to me is that the window doesnt move around when i move my head around. The downside is that when girls on the screen move there is a sort of screen tearing or pixelation. I would call it more like screen tearing than pixelation, but not exactly. Like when a girl moves there are vertical bars that separate where she moves or anywhere there is movement (i suppose the image is being rendered in vertical bars and they separate as she moves). Air link and link cable dont have the tearing, they have the screen moving and transparent app windows. Virtual desktop doesnt have the screen moving or transparent app windows, but it has the tearing.

                    Oculus Store

                    Version of Oculus Home (I assume this is the desktop application?) It's fully updated and says Meta Quest Link App 63.0.0.216.361
                    Oculus DeoVR version (Dont know what this is)
                    Which OpenXR runtime in Oculus Home (Settings -> General -> OpenXR Runtime). Must be Meta Quest Link. (it says Meta Quest Link is set as the active OpenXR Runtime.)

                    Steam Store

                    Steam DeoVR version (not sure what this is)
                    
                    For Quest Link, Air Link, Rift, Rift S: SteamVR "Current OpenXR runtime" must be set to Oculus. (I think thats what i said above)
                    
                    Add a screenshot of windows Task Manager when the problem occurs, especially GPU section. (well the problem is always happening when deovr is running, which by the way other VR applications like HereSphere and PlayaVR work fine and use a fraction of my GPU, like 30-40% for full 90FPS). I'll add a screenshot though.
                    
                    When it happens?
                    a. When you start the app
                    b. When you start the app and start watching videos
                    c. When you start the app and browse videos
                    d. When you start the app, take headset off then back on

                    (All of the above)

                    I'll say though that after the problem started i had a 1080 Ti and Quest 2 headset and the issue was the same.

                    I have some questions for your requests; for Runtime (Oculus Home, SteamVR) im not exactly sure what this is. Im guessing oculus home would be just launching from the headset? I run on my computer so i think its SteamVR.

                    None of these issues were present prior to the december deovr update. Even with my 1080 Ti most videos i got full 90fps with 80% GPU usage. Now i have a 4070 ti super which is a bit more than twice as powerful and it caps out.

                    Heres the image link. When i use the add image option it doesnt work. I cant upload to this post? When i click on the image it doesnt work opening a window, but if you copy the url into another tap it works.

                      [deleted] Hi! After more than 1 hour "toying" with SLR and DeoVR 13.17 through SteamVR (instead of Oculus Home), I would say.. that the problem seems to be fixed! πŸ₯³

                      There was a brief moment that the video got laggy (not sure why), but stopping the video and playing another one fixed the issue. I guess playing the same video again would solve the issue too, but I didn't check that.

                        • [deleted]

                        Ryosuke1976 Oh my, this is great news, appreciate you confirming this! πŸ‘

                        ThorOfAsgard I really appreciate you providing this context to us, as this really helps the developer team to understand the issue better! I am passing this to them but wanted to check, did you had any chance of installing version 13.17 maybe?