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 DK2 game stutter 
Author Message
Rank 6
Rank 6

Joined: Sat Mar 14, 2015 11:37 am
Posts: 21
hey there, just purchased and installed XSP 3.+ and both patches, game works just fine but when i have my rift plugged in (direct mode) the game sorta lags/stutters. if i turn of the rift the stutter goes away, as far as i can tell everything is working accept the crazy lag. iv tried changing display settings etc with no change. also i have no apps in the background. i have a pretty hardcore system. OS w8.1, i7 dual 2.4ghz, 16GB ram, GPU AMD Radeon HD 7970M.

game runs fine displaying in rift mode without rift, its just when the rift is turned on, or when i start the game in rift mode the stutter is there from the start, in the menu and in game
Status: Answered

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I already put in a support ticket and whoever replied never read the above

Quote:
Please make sure you dont run any browsers or windows or apps while running XSP.

Also pressing alt-tab can help.

Running in direct mode works best in my personal experience.

(Press F8 to go into stereo view)

Regards support


here is the trace.txt
Quote:
////////////////////////////////////////////////////////////
// X Moon Productions (c) 2012
////////////////////////////////////////////////////////////

Version: (3.0.0006)
Build: 64 bits
Release: Full
Date: 2015/03/16 02:46:12

////////////////////////////////////////////////////////////
// System
////////////////////////////////////////////////////////////

OS: Microsoft Windows 8.1|C:\WINDOWS|\Device\Harddisk0\Partition5
Cpu: Intel(R) Core(TM) i7-3630QM CPU @ 2.40GHz (CHAOS_ALIEN: 16331 Mb)
Graphics-card: AMD Radeon HD 7970M (17592186042368 Mb)
Sound-card: Sound Blaster Recon3Di

////////////////////////////////////////////////////////////
// Oculus Rift
////////////////////////////////////////////////////////////

PRODUCT_NAME: Oculus Rift DK2
MANUFACTURER: Oculus VR
VERSION: 2.12


////////////////////////////////////////////////////////////
// Graphics unit
////////////////////////////////////////////////////////////

GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: AMD Radeon HD 7970M
GL_VERSION: 4.2.12420 Compatibility Profile Context 13.151.0.0

GL_MAX_TEXTURE_UNITS_ARB: 16
GL_MAX_TEXTURE_SIZE: 16384
GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB: 31

GL_EXTENSIONS:
GL_AMDX_debug_output
GL_AMD_blend_minmax_factor
GL_AMD_conservative_depth
GL_AMD_debug_output
GL_AMD_depth_clamp_separate
GL_AMD_draw_buffers_blend
GL_AMD_interleaved_elements
GL_AMD_multi_draw_indirect
GL_AMD_name_gen_delete
GL_AMD_performance_monitor
GL_AMD_pinned_memory
GL_AMD_query_buffer_object
GL_AMD_sample_positions
GL_AMD_seamless_cubemap_per_texture
GL_AMD_shader_atomic_counter_ops
GL_AMD_shader_stencil_export
GL_AMD_shader_stencil_value_export
GL_AMD_shader_trace
GL_AMD_shader_trinary_minmax
GL_AMD_sparse_texture
GL_AMD_stencil_operation_extended
GL_AMD_texture_cube_map_array
GL_AMD_texture_texture4
GL_AMD_transform_feedback3_lines_triangles
GL_AMD_transform_feedback4
GL_AMD_vertex_shader_layer
GL_AMD_vertex_shader_viewport_index
GL_ARB_ES2_compatibility
GL_ARB_ES3_compatibility
GL_ARB_arrays_of_arrays
GL_ARB_base_instance
GL_ARB_blend_func_extended
GL_ARB_clear_buffer_object
GL_ARB_color_buffer_float
GL_ARB_compatibility
GL_ARB_compressed_texture_pixel_storage
GL_ARB_compute_shader
GL_ARB_conservative_depth
GL_ARB_copy_buffer
GL_ARB_copy_image
GL_ARB_debug_output
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_draw_buffers_blend
GL_ARB_draw_elements_base_vertex
GL_ARB_draw_indirect
GL_ARB_draw_instanced
GL_ARB_explicit_attrib_location
GL_ARB_explicit_uniform_location
GL_ARB_fragment_coord_conventions
GL_ARB_fragment_layer_viewport
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_no_attachments
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_geometry_shader4
GL_ARB_get_program_binary
GL_ARB_gpu_shader5
GL_ARB_gpu_shader_fp64
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_imaging
GL_ARB_instanced_arrays
GL_ARB_internalformat_query
GL_ARB_invalidate_subdata
GL_ARB_map_buffer_alignment
GL_ARB_map_buffer_range
GL_ARB_multi_draw_indirect
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_occlusion_query2
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_program_interface_query
GL_ARB_provoking_vertex
GL_ARB_sample_shading
GL_ARB_sampler_objects
GL_ARB_seamless_cube_map
GL_ARB_separate_shader_objects
GL_ARB_shader_atomic_counters
GL_ARB_shader_bit_encoding
GL_ARB_shader_image_load_store
GL_ARB_shader_image_size
GL_ARB_shader_objects
GL_ARB_shader_precision
GL_ARB_shader_stencil_export
GL_ARB_shader_storage_buffer_object
GL_ARB_shader_subroutine
GL_ARB_shader_texture_lod
GL_ARB_shading_language_100
GL_ARB_shading_language_420pack
GL_ARB_shading_language_packing
GL_ARB_shadow
GL_ARB_shadow_ambient
GL_ARB_stencil_texturing
GL_ARB_sync
GL_ARB_tessellation_shader
GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_object_rgb32
GL_ARB_texture_buffer_range
GL_ARB_texture_compression
GL_ARB_texture_compression_bptc
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_cube_map_array
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_gather
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two
GL_ARB_texture_query_levels
GL_ARB_texture_query_lod
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui
GL_ARB_texture_snorm
GL_ARB_texture_storage
GL_ARB_texture_storage_multisample
GL_ARB_timer_query
GL_ARB_transform_feedback2
GL_ARB_transform_feedback3
GL_ARB_transform_feedback_instanced
GL_ARB_transpose_matrix
GL_ARB_uniform_buffer_object
GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object
GL_ARB_vertex_attrib_64bit
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_vertex_type_2_10_10_10_rev
GL_ARB_viewport_array
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_envmap_bumpmap
GL_ATI_fragment_shader
GL_ATI_separate_stencil
GL_ATI_texture_compression_3dc
GL_ATI_texture_env_combine3
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_bindable_uniform
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_copy_buffer
GL_EXT_copy_texture
GL_EXT_depth_bounds_test
GL_EXT_direct_state_access
GL_EXT_draw_buffers2
GL_EXT_draw_instanced
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_histogram
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_provoking_vertex
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shader_image_load_store
GL_EXT_shadow_funcs
GL_EXT_stencil_wrap
GL_EXT_subtexture
GL_EXT_texgen_reflection
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_buffer_object
GL_EXT_texture_compression_bptc
GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_integer
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_rectangle
GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_decode
GL_EXT_texture_shared_exponent
GL_EXT_texture_snorm
GL_EXT_texture_storage
GL_EXT_texture_swizzle
GL_EXT_timer_query
GL_EXT_transform_feedback
GL_EXT_vertex_array
GL_EXT_vertex_array_bgra
GL_EXT_vertex_attrib_64bit
GL_IBM_texture_mirrored_repeat
GL_KHR_debug
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_conditional_render
GL_NV_copy_depth_to_color
GL_NV_copy_image
GL_NV_explicit_multisample
GL_NV_float_buffer
GL_NV_half_float
GL_NV_primitive_restart
GL_NV_texgen_reflection
GL_NV_texture_barrier
GL_SGIS_generate_mipmap
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_SUN_multi_draw_arrays
GL_WIN_swap_hint
WGL_EXT_swap_control

GL_ERROR:
no error

////////////////////////////////////////////////////////////
// Pixel format
////////////////////////////////////////////////////////////

pfd.dwFlags:
PFD_SUPPORT_OPENGL
PFD_DOUBLEBUFFER
PFD_DRAW_TO_WINDOW
NOT PFD_NEED_PALETTE
NOT PFD_TYPE_RGBA
NOT PFD_TYPE_COLORINDEX

pfd.cColorBits: 32
pfd.cDepthBits: 24
pfd.cStencilBits: 8

////////////////////////////////////////////////////////////
// Sound devices
////////////////////////////////////////////////////////////

Device[0]: Default
Device[1]: Primary Sound Driver
Device[2]: Speakers (Sound Blaster Recon3Di)
Device[3]: Digital Output (Sound Blaster Recon3Di)

////////////////////////////////////////////////////////////
// Current sound device
////////////////////////////////////////////////////////////

DeviceId: 0
DeviceName: Default
Channel[1]: SPEAKER_FRONT_LEFT
Channel[2]: SPEAKER_FRONT_RIGHT



Sun Mar 15, 2015 6:03 pm
Profile
Rank 6
Rank 6

Joined: Sat Mar 14, 2015 11:37 am
Posts: 21
ok so i got it to work in a very odd way, i opened up my OBS screen recorder to try record the lag problem, but with obs running in the background the problem went away. now running everything on max settings, as long as i have OBS in preview mode in the backround it works fine with the rift..

much confuse, so love game


Mon Mar 16, 2015 11:57 am
Profile
Site Admin
Site Admin

Joined: Thu Feb 07, 2013 11:16 am
Posts: 1865
@chaos

Some graphics drivers still have issues with the DK2 under OpenGl.
We will add DK2 support for DirectX in the future (it works, but we have issues with the Antialiasing that needs to be solved).

The stuttering has to do with the focus of the window. (Alt-tab can help to get the focus on the window as well)

Good to hear you got it working, even if it is not a clean solution. :)


Mon Mar 16, 2015 12:26 pm
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Rank 4
Rank 4

Joined: Tue Jul 14, 2015 10:09 am
Posts: 11
I'm having a similar issue, in the Rift mode even with anti aliasing off and the game quality turned to low it's still not hitting 75 frames per second so this appears to be an optimization issue within the game. My card is a GTX 980 Ti, running in DirectX mode.

Alt+tab doesn't solve the issue so I believe a "Direct to Rift" startup mode should be created.

Thanks.


Tue Jul 14, 2015 10:24 am
Profile
Site Admin
Site Admin

Joined: Thu Feb 07, 2013 11:16 am
Posts: 1865
Make sure you run XStoryPlayer in fullscreen mode (not windowed).

Also make sure you do not run other windows/apps behind the game like a (file) browser.


Tue Jul 14, 2015 10:47 am
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