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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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.
h
hazre
Holy shit, I thought I was crazy. So this is actually a issue with VRC.
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available in future release
RocksyTheDoggo
Does this mean its gonna be how it was with no fps drop
_
_tau_
RocksyTheDoggo: The next open-beta will have an always-on mitigation that should hopefully result in no performance loss, although our internal testing is not a perfect benchmark on this because the issue is so inconistent between hardware configurations.
RocksyTheDoggo
_tau_nice, hope it works lol
TheXev
_tau_So, today's beta build with added localized UI support also includes this mitigation now? We can safely move off the beta that required a code?
_
_tau_
TheXev: Yes! I was getting ready to announce it here :)
The build we just pushed to open-beta, specifically 1452 and higher, will have the workaround/fix we came up with after testing on a-test implemented by default. No toggle, no special code, should apply to all AMD GPUs.
Please keep reporting here if you still encounter any issues though!
Plaster
testing the current beta, works flawlessly. Glad to see this was figured out and fixed! thankssss
Kazunori
First off, thank you for fixing the AMD stuttering. This long awaited update has been wonderful. Now for some bad news:
Edit: This issue is no longer occurring after a combination of things changed: vrchat beta went live, I updated video driver, I uninstalled vrchat and reinstalled it, performing "DISM /Online /Cleanup-image /Restorehealth" and "Sfc /scannow". I don't know which step fixed the issue.
This might just be something wrong with my computer, but since I switched to the open beta (from the a-test), randomly when I launch VRChat (both desktop or vr mode), my computer will now blue screen with a stopcode.
I've never ever had that happen my entire time playing VRChat, until this open beta. I did the usual memory test and stability checks (TestMem5, prime95, etc), but no errors occurred.
I believe it's something related to EasyAntiCheat, where it gives some random error that the game didn't load or initialize, and then a second later, my computer blue screens.
I wish I could provide better information about it, but VRChat does not even create a log file, and EasyAntiCheat doesn't have any new logs in the AppData Folder, Roaming\EasyAntiCheat. I tried forcing EasyAntiCheat to reinstall itself and verifying VRChat files, but it did not help. Unfortunately, my computer cannot save the blue screen dump files, because of how my computer is set up.
Again, this might be just something wrong with my computer, but thought I'd drop a comment here, in case anyone else is in the same situation.
0tto
_tau_ The open beta has more consistent framerates across the board. The issue seems to be completely fixed and both Live as well as Open-beta are running noticeably faster compared to the major release that upgraded Unity ver.
However, a very similar symptom shows up when playing videos as the frametime graph begins to spike on regular intervals. For any reports on this issue everyone should check if that's the source of the problem first.
Note I've an imbalanced setup weaker on the CPU side.
R5 1600 (OC 3.7 GHz)
RX 6700 (non-xt) driver ver. 24.4.1
Win10 build 19045.4412
Clean system, no background apps WMR Odyssey+
Extra: a-test is running horribly for me, I get about 2/5ths of the performance that I've on open-beta and it's unplayable without motion smoothing, although it's consistent with frametimes. If anyone was meant to test that at all.
0tto
Kazunori The a-test isn't great at GPU utilization in my case. I'd look into hardware issues at this point and make sure your GPU has enough power, maybe run Prime95 AND Unigine for GPU at the same time to maximize power draw. And of course DDU + clean install your GPU drivers and check bios updates.
Try the live build as well, before the open-beta goes live, it might give you a better clue whether it's software or hardware issue.
If none of these work maybe make a reddit thread for more visibility you might find people in similar situation.
Kazunori
0tto Thank you for your reply. I haven't had the issue occur after performing a combination of things. I edited my original post with what I did. I wish I replied/edited sooner, but I forgot, since it's hard to tell when the issue stops occurring or not, until a few days or weeks go by.
I did not do a power draw test, but my computer is extremely idle, before VRChat even launches (the blue screen always occurred before the VRChat window even showed).
Even though the issue seems resolved now, I might mess around with that idea later though! Thank you.
Plaster
currently this issue, both in stable and beta, seems to only happen when a menu is open, otherwise its much better right now.
みみずく
There seems to be an issue with the build version of a-test on May 2nd that causes the video player to load incorrectly.
We have confirmed that there are no problems with the general version and open-beta version.
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