Screen aggressively shakes while in VR with a AMD GPUS
available in future release
CastroMS
the issue started happening as soon as i updated vrchat from using the 2019 version of unity to 2022, it worked flawlessly prior.
whenever i load into the game, in some worlds or worlds with over a handful of people my screen shakes whenever i look around.
ive found someone else with a very similar issue, and the common thing between both of us is that we use a RX 6000 series gpus (rx 6600 and rx 6700) and also Virtual Desktop with a quest.
we've been able to alleviate the shaking a bit by cranking up the anti aliasing up to x8
reinstalling steam, virtual desktop and AMD gpu drivers have not worked.
the only solution that removed the stuttering /shaking was to downgrade my graphics card to a old Nvidia graphics card (gtx 970)
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RobertWK
There are also some additional problems I've noticed with my GPU and VRChat frame time. There seems to be this "movement lag interval" that keeps appearing in different worlds. If I go into the Video Settings for VRChat in Steam VR and set a different locked fps, it makes it go away. But I find I'm doing this for all types of different worlds. It's getting a little ridiculous.
There are other worlds too which I still experience the aggressive shaking with different environments. There is no setting I can enable which seems to fix this.
Please help!
RobertWK
This is still happening for me. None of the fixes have worked, and I'm on a PSVR2 headset.
ぴけぴけ
With AMD driver 24.12.1 and SteamVR beta 2.9.6, it seems more stable to disable the AMD GPU workaround by adding --disable-amd-stutter-workaround to the launch options.
This allows for a stable 90 FPS and eliminates stuttering or frame rate drops when opening the VRChat menu.
Disabling the workaround worked well in environments using HMD drivers that behave like direct mode, such as "PICO Connect." It seems that either the latest AMD driver update or the SteamVR beta 2.9.6 update is related to this.
I haven't tested it myself since I don't own one, but it might also be fine to disable the workaround for headsets like the HTC VIVE or Valve Index.
P.S.
Since this also worked with SteamVR Stable 2.8.8, it is likely that the change was on the AMD driver side.
For the Radeon RX 7900 XT, adding --disable-amd-stutter-workaround to the launch options worked well, but it's unclear whether the same applies to the RX 6000 or RX 5000 series. Given the wide variety of environments, I believe this option should be kept available.
GasperZy
ぴけぴけ I can confirm that after switching from nvidia to an RX 6800, this massively improves the performance overall, i had very high gpu latency, now immediately after disabling the workaround, the performance went up by a lot, combined with enabling the hardware video decoding on amd gpus manually, game runs great now
RocksyTheDoggo
bruh
RocksyTheDoggo
Anyone?
RocksyTheDoggo
any update on this? my fps is still very low compared to before the issues occured
0tto
EDIT: Issue only happens if you hop worlds atleast once. The optimized world is my home so it was flat... Related https://feedback.vrchat.com/bug-reports/p/there-is-a-continuous-delay-every-second-after-the-202422-update
_tau_ I hope I'm not spamming here but more in-depth testing of the Open-beta revealed there's micro stuttering at regular intervals, regardless of the environment/setting. It happens per 90 frames or 45 if you're running at 45 FPS.
Attached are the frametime graphs standing with the cool banana fallback model in VRChat home (Ignore last 80~ frames, it's screenshot adding delay)
Only exception to this is when I'm in a very barebones world like "Truly an optimized world" (3 draw calls) then the graph is flat ~5ms with no spikes.
During gameplay you can see 1-2 frames of microstuttering, although motion smoothing masks it well.
All in all this is great progress compared to the first 2022.3.6f1 release but this shouldn't be happening at such low-demanding environments.
R5 1600 (OC 3.7 GHz)
RX 6700 (non-xt) driver ver. 23.12.1
Win10 build 19045.4412
nothing except SteamVR running in the background,
Kazunori
For those trying to troubleshoot this, for me the issue does not occur until you switch worlds at least once.
There might be some useful information here too on the same problem:
0tto
Kazunori I can confirm this, I had flat frametime graph on my homeworld "Truly an optimized world" but I noticed it too gets spikes after I visit another world and go back home.
Kazunori
0tto I just tested the open-beta on Steam, and from my quick testing it appears the issue is fixed in Desktop and VR Mode.
The open-beta is also network compatible, so we can use that until the fix is on live.
0tto
Kazunori https://docs.vrchat.com/docs/vrchat-202423 this patch I didn't test, I will see how it goes
EDIT: Only tested with home > world1 > world2 and its fixed for me. So not an extensive test but it works.
After Unity ver. upgrade this is the best performance I've got so far.
ColdTheFoxo
Issue is back again for me too!
Plaster
Quick update, the issue might not be fully resolved: If the FPS is rather low (in my case going to clubs, all avatar shown, around 20-25 FPS), the entire view wobbles really badly. However, this could be related to the setup:
If anyone uses the Quest 2 via SteamVR Link 2.0.9 and is experiencing the same, I'd be interest to hear about it. I tried recording the stutter and it wasn't visible on the video so I have to assume it's a steamvr thing now, though what's odd is that the steamvr overlays were all behaving properly, it was only the game stuttering. One thing that stood out in the recording is that the game visuals were delayed compared to the overlays, might be a clue? I will have to perform more tests and check back, but for now I'm just putting this out in case it's not just me.
0tto
Plaster Check out virtual desktop discord and their recommended drivers. This is an issue with how AMD handles video playback, and while the symptoms are similar, the issue is different.
Kazunori
Plaster I use the Oculus/Meta Link, so it might be different, but if my FPS ever gets that low, I usually get dropped frames from the GPU Video Encoder. Since the issue doesn't show up in a recording, it probably IS the GPU Video Encoder dropping frames. I'm not familiar enough with SteamVR link, so I don't know if there's a way to see dropped frame information.
My only comment is, if you're always recording, ensure you're using either CPU encoding, or alternatively a codec your Link Software is not using MIGHT WORK (so using AVC if HEVC is in use, or vice-versa).
Plaster
Kazunori I did make sure that during recording I didn't overload the encoder, so while using steam link VR, which uses h265, I used h264 in OBS with a reasonable bitrate to not overload it. I've done plenty of tests with it and that setup is fine.
It becomes obvious that this is an issue with vrc because I can open the steam vr dashboard and only vrc in the background behind the dash is stuttery, while the steam vr dash itself moves smoothly as expected, so yeah.
Strangely enough, I can't record that on OBS, for some reason it just looks like vrc is visually delayed in the footage, while in vr it's actually stuttering really bad.
Here's the recording done via OBS:
and here's one done one the Quest 2 natively, where the stutter is very obvious:
It should also be very obvious that this isn't a streaming issue or anything of the sorts, because if that were the case, the Steam VR dashboard would've been affected too but it's not. The fact that this was fixed before the last major Unity update but partly broke after it makes it feel like something is missing, but considering that this only happens when the GPU load is very high it's not as easy to test, at least on my setup. I'm not sure what else I can try at this point.
hazre
Holy shit, I thought I was crazy. So this is actually a issue with VRC.
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