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fpsVR News

fpsVR Beta - 2.0.8373

The fpsVR BETA has been updated with the following changes:

  • Starting with this version, fpsVR works with SteamVR version 1.23.7 or higher; if you are using an older version of SteamVR, check the previous2 and previous branches.
  • Pico 4:

    • Fixed an issue for Pico 4 (when connected via VD) which caused sometimes pauses in fpsVR statistics recording(FPS indicators were grayed out at that moment) due to inaccurate data being received. The issue is that in the frame data received from SteamVR, the m_flSystemTimeInSeconds field is not aligned to vsync, how it should be. The issue probably lies in the VD or in the Pico headset frame compositor.

  • Oculus Link/Airlink

    • Starting with this update, if you remove your headset or if you disconnect the headset from SteamVR, the stats are temporarily paused (FPS indicators turn gray) until you resume playing in your headset. Previously, this did not happen correctly, although the time and FPS display froze, but in fact there was no pause. The pause is necessary because in these states fpsVR can not in principle receive statistics from the Oculus API. So probably session stats could have been distorted earlier.

  • Nvidia

    • The maximum available video memory size now displays not the total physical memory size of the video card, but actually how much is available for the applications in the system. For example, for 4090 total memory size will not be 24GB, but e.g. 23.6GB. Unfortunately, this is not yet available for AMD.

  • Added coloring for the video adapter memory usage indicator:
    Orange color - more than 85%.
    Violet color - more than 90% and at the same time reached the maximum value for this game session or about this value.
  • Added coloring for indicator of RAM usage:
    Orange color - more than 90%.
    Violet color - more than 95%
  • Experiments with finding mathematical correlations between FPS and different indicators. You can see the results after the game session in the file log.txt (or log0.txt). It is possible that the result of these experiments will be additional information in the fpsVR report in the history viewer.

fpsVR - 2.0

The fpsVR has been updated with the following changes:

If you see "2.0" in the title, you probably expect to see a lot of new things. I have to disappoint you. This update was not planned to be released now. And there were no plans to release any small patches for the previous version 1.25.2. But "thanks" to Microsoft, the plans had to be changed. Update 22H2 for Windows 10/11 broke CPU usage indicators in fpsVR. Therefore, the original functionality which was planned for version 2.0 will be released in version 2.1.


  • The system of version numbering of the application was changed.
  • Starting with this update, fpsVR stops using Windows performance counters, instead using other sources, which reduces the CPU usage by fpsVR itself. The only exception is that Windows performance counters can be used if you have a graphics card other than Nvidia or AMD.

    • New algorithm for calculating CPU usage values. This replaces the broken Windows performance counters for CPU in Windows 10/11 22H2. The new algorithm uses the same data sources as in the latest beta versions of Afterburner and RivaTuner Statistics Server.
    • fpsVR now gets GPU memory usage directly from the GPU driver for AMD graphics cards.
    • Removed display of bitrate when using Link cable on Quest (Option to display additional information when using Link/Airlink. Motion-to-photon latency and ASW status displays still in place). Removed due to the fact that it requires a lot of CPU resources, and there is no special point in this information, given that the bitrate via Link is fairly stable usually.

  • Optimized fpsVR startup process (it should start faster on some systems).
  • Fixed issue of randomly not displaying the battery charge of controllers with non-replaceable battery (such as Vive controllers, Index controllers). For some reason, when turn on a controller and detect it, SteamVR may accidentally tell fpsVR that a charge level check is not available for that controller. In this version, additional checks have been added - when you open or close the SteamVR dashboard, and when system events related to controller batteries occur.
  • For headsets that use the lighthouse driver (Index/Vive/Vive Pro): Made rollback to the older subsystem to determine the presence of special states of the running game, such as level loading, game hung, etc. As practice showed, the latest versions of fpsVR did not always work as intended, and as a result, fpsVR could go into a long pause for recording statistics. This old subsystem also has been upgraded.
  • Improved logging fpsVR, in order to improve troubleshooting.

fpsVR Beta - 2.0.8361

The fpsVR BETA has been updated with the following changes:

  • Fixed a bug that appeared in a previous beta updates which caused to not display the controllers' battery charges when Oculus headsets used via Link/Airlink.
  • Removed display of bitrate when using Link cable on Quest (Option to display additional information when using via Link/Airlink. Motion-to-photon latency and ASW status displays still work). Removed due to the fact that it requires a lot of CPU resources, and there is no special point in this information, given that the bitrate via Link is fairly stable usually.
  • Improved logging fpsVR, in order to improve troubleshooting.

fpsVR Beta - 2.0.8357

The fpsVR BETA has been updated with the following changes:

  • fpsVR now gets GPU memory usage directly from the GPU driver for AMD graphics cards. With this update, Windows performance counters are no longer used on PCs with AMD and Nvidia graphics cards.

fpsVR Beta - 2.0.8356

The fpsVR BETA has been updated with the following changes:

  • New algorithm for calculating CPU usage values. Broken performance counters in update 22H2 for Windows 10/11 are now irrelevant, as there are no plans to return to them. If you are already using Windows 10/11 22H2, you may want to switch to this beta version of fpsVR. The new algorithm uses the same data sources as in the latest beta versions of Afterburner and RivaTuner Statistics Server.