High GPU or CPU frametimes
Currently, some users are experiencing the following bug:
When starting the game, high GPU or CPU frametimes are observed, up to 100ms. The problem is observed only if fpsVR is running in parallel (although it may be the same in other conditions, but such have not yet been identified).
[h3]Current workaround: Switch to another window and then return to the game window (Alt+Tab, using the mouse, or the SteamVR dashboard). There is no need to close fpsVR[/h3]
Since the problem occurs with any version of fpsVR, I am sure that the bug appeared with some version of the drivers (possibly Nvidia) or with some version of SteamVR. If you see the same thing on AMD cards, please let me know.
I will publish updates on this issue here in this news.
UPDATE: I found the source of the issue, it was the OpenVR SDK function: WaitFrameSync
fpsVR has been using it for a long time to synchronize work, it is not clear why the problem only appeared now. There may be some changes in SteamVR or in the Nvidia driver which led to the problem. I can do without using WaitFrameSync, I'm preparing a new update. Which I will release very soon.
When starting the game, high GPU or CPU frametimes are observed, up to 100ms. The problem is observed only if fpsVR is running in parallel (although it may be the same in other conditions, but such have not yet been identified).
[h3]Current workaround: Switch to another window and then return to the game window (Alt+Tab, using the mouse, or the SteamVR dashboard). There is no need to close fpsVR[/h3]
Since the problem occurs with any version of fpsVR, I am sure that the bug appeared with some version of the drivers (possibly Nvidia) or with some version of SteamVR. If you see the same thing on AMD cards, please let me know.
I will publish updates on this issue here in this news.
UPDATE: I found the source of the issue, it was the OpenVR SDK function: WaitFrameSync
fpsVR has been using it for a long time to synchronize work, it is not clear why the problem only appeared now. There may be some changes in SteamVR or in the Nvidia driver which led to the problem. I can do without using WaitFrameSync, I'm preparing a new update. Which I will release very soon.