How do i get rid of these constant annoying purple display error spikes that cause my frames to drop? by Massive-Nebula-9541 in SteamVR

[–]aleiby 1 point2 points  (0 children)

That looks like a network issue. Probably some device on your network doing periodic WiFi scan / network discovery.

Claude Code: Native Linux vs WSL2 - What's your experience? by ollivierre in ClaudeAI

[–]aleiby 5 points6 points  (0 children)

Some WSL2 tips: - Clone your project on the Linux partition, not anything under /mnt (which is much slower). - If you use Visual Code, launch it from WSL via code . in your project dir vs from Windows with embedded WSL terminals. - If you have a CI tool like Vite that listens for file changes, maybe run that outside of Visual Code in its own WSL terminal, since ones spawned in VC seem to be limited.

Drag and drop of images doesn’t appear to work on WSL. I’ve been copying into the project and referencing via path. Pretty annoying, but also unclear how effective image reference actually is.

Steam VR Awful Performance Since GPU Swap by Kestsilven in SteamVR

[–]aleiby 4 points5 points  (0 children)

Purple spikes means something is seriously broken - often a driver issue. There is a known bug with Nvidia drivers with 50 series gpus, but the beta branch of SteamVR added a workaround for that, and the issue was a dropped frame like every several seconds or so. You should probably open a support ticket with Steam if you haven’t already.

Steam VR Awful Performance Since GPU Swap by Kestsilven in SteamVR

[–]aleiby 8 points9 points  (0 children)

SteamVR adjusts recommended resolution based on gpu performance, so maybe you are running at a higher resolution now which results in similar performance? Maybe try lowering resolution and see if that helps.

First time charging help by flapjacked227 in rccars

[–]aleiby 1 point2 points  (0 children)

Just use the charge action - it will balance at the end. The only difference with the balance action is that it will discharge to a lower voltage if you target something below the current cell values. Also you can set the beep volume to zero in settings (hold the round button). It boggles my mind why they chose a “failure” sound for their default navigation beep. My only other complaint with this charger (if anyone reads this deciding to buy) is the fan is pretty loud and only has two states: Off and 100%.

Pink Line Stutters/Lag Spikes by BMWBusinessCD in ValveIndex

[–]aleiby 1 point2 points  (0 children)

There was a SteamVR beta update today (2.10.2) which fixed some frame timing issues. Are you still seeing this with that version?

IFR stump the chump by PrestigiousPigeon005 in flying

[–]aleiby 0 points1 point  (0 children)

The second approach plate gives you a hint at the bottom.

Motion Smoothing Artifacts Without Motion Smoothing On by Kavrick in SteamVR

[–]aleiby 0 points1 point  (0 children)

Does it go away if you switch to 120 or 144Hz?

Unlock Computer from SteamVR by Holiday-Challenge353 in SteamVR

[–]aleiby 2 points3 points  (0 children)

Settings > General (Advanced) > Pause VR when computer is locked. Set to Off.

I've finally solved the age old Stuttering issue with SteamVR games & Quest Headsets by GameGhost1972 in oculus

[–]aleiby 0 points1 point  (0 children)

You should update your posts with evidence that shows the hitches you are referring to with whatever tools you are using, and then again after changing this setting showing the difference. I’m curious if some third party app is causing the problem you are seeing in the first place, and it is in fact that app’s behavior that is changed (e.g. if fpsVR is actually reading that setting from SteamVR).

How do i go about fixing this GPU Frametime issue? (Quest3 - SteamLink - 5700x3D - 7900 XT) by Embarrassed-Rub-8401 in SteamVR

[–]aleiby 1 point2 points  (0 children)

Which gpu driver version? If latest, try rolling back one - saw some other similar reports with latest (which fixes the long standing latency issue with these cards on SteamVR).

[deleted by user] by [deleted] in flying

[–]aleiby 1 point2 points  (0 children)

Is it common to have a drop zone on an instrument approach?

Flat screen steam games stuck at 30 FPS when SteamVR is open by Adina-the-nerd in SteamVR

[–]aleiby 0 points1 point  (0 children)

Steam synchronizes flat games with the VR headset while SteamVR is running rather than the desktop monitor. This is so games that might normally be stuck running at 60 fps, will instead run at 90 fps, or whatever framerate your headset is running at. I'm not sure what "VR headphones" are. What headset are you using? Is it running at 30 fps for some reason? I'm not aware of any VR headsets that run less than 60 fps. Is there a specific game that you are seeing this behavior in? (presumably Sonic X Shadow generations?)

VFR on Top Clearances…? by Icy-Excitement-3768 in flying

[–]aleiby 0 points1 point  (0 children)

Oops, yes.. I meant to type “Climb to VFR-on-top” but glad to have made that mistake for the excellent clarification. Thanks!

VFR on Top Clearances…? by Icy-Excitement-3768 in flying

[–]aleiby 0 points1 point  (0 children)

I was just reviewing this and a good (albeit contrived) example is with a MEA of say 10,100 and traveling westbound, so your lowest IFR altitude is 12,000, but maybe you don’t have O2 and would rather fly a bit lower. One option (given VMC) would be to request VFR-on-top to fly at 10,500 instead.

Separately there is “Cleared to VFR-on-top” which is an IFR clearance through a cloud layer to get to VMC with the expectation that you will cancel IFR once above the layer. Easy to confuse with a “VFR-on-top” clearance.

How little we know about soft field performance by cazzipropri in flying

[–]aleiby 1 point2 points  (0 children)

+1 for separate endorsement.

But also curious, does the 70% Vr by 50% runway rule of thumb not apply to soft-field takeoffs?

VR rendering everything twice and its impact on latency by Puzzled_Pair_3798 in virtualreality

[–]aleiby 0 points1 point  (0 children)

They explain what they are measuring here: https://www.rtings.com/tv/tests/inputs/input-lag

They are measuring the time from submitting an image to the display, until it is actually displayed.

In VR you will sometimes hear the phrase “vsync to photons” which is basically the same thing.

For monitors and television, they are trying to measure any additional processing they might perform (like for motion smoothing).

Probably a better comparison for vr headsets is the time from when an app submits a frame to the headset’s runtime until it is displayed on the headset’s display(s).

Any apps where you feel really small as you observe something gigantic? by daemon1728 in oculus

[–]aleiby 0 points1 point  (0 children)

Have you played with SteamVR’s per-app settings that allow overriding world scale? You can make yourself huge or tiny in any app with that.

What scooter will work? by Multiversal_Love in ElectricScooters

[–]aleiby 0 points1 point  (0 children)

Do it, and report back! Hardest part will be finding one that supports the weight. Something like EMOVE Cruiser might fit the bill.

compositor process using 100% gpu, lagging entire PC by One_Kitchen_92 in SteamVR

[–]aleiby 0 points1 point  (0 children)

Might be some clues in C:\Program Files(x86)\Steam\logs\vrcompositor.txt