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Everything posted by Headwarp
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Much appreciated. Checking it out.
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OH wtf. lol.. dude.. gonna make me pull this thing back out of the box.. format my GD OS that I installed less than a month ago on a brand new PC. On my end that setting is already disabled. Question.. is SteamVR on your C:\drive by chance? lol What version of Vive Console are you using? Before I actually pull this stuff back out of the box.. can you upload your most recent vrcompositor log from C:\ProgramData\HTC\ViveSoftware\ViveVRRuntime\logs? It should have today's date. I just want to look for differences in mine as far as how it's assigning rendered resolution. I would love to see what that says. P.S. anybody in this thread can chime in and share how this is behaving on their system by the way. If it's just me.. it's just me and that means I can probably fix it. I've just put quite a bit of effort into to trying to already, and wasn't about to wipe my system for one new component that wasn't behaving as expected. But if it's isolated to me.. yeah that's the next step, and honestly leads to something I missed from my vive software install before I actually had the headset. Would be kind of embarrassing for me honestly if it turned out the others I've seen mention this also, didn't realize they had their automatic settings enabled, with all I've had to say on the subject. Being embarrassed would be a good thing.
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If you can find a link that describes what file and what to type in to the search box.. I'd love to try it. You know if this was a Vive Console or SteamVR file? I have looked around for some kind of setting with no luck. Found some mentions of asynchronous reprojection and what not.
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Yeah I don't understand why you would expect it to make any hardware based calculations for you at all when you have unchecked "Let Vive Console handle this for me" Chose 2448x2448 @90hz, and set Rendered Resolution from auto to custom in SteamVR. Set the SS% slider to a place of your choice. Other than the slight increase that's calculated for lens distortion based on the shape of the HMD I.e. My odyssey at 1440x1660 per eye would be slightly higher in steamVR, but it was always the same number as long as the SS% was in the same spot. It only changed when I moved the slider. We already had an automatic setting that defaulted to 150% of native resolution. We also had the option of manually defining our rendering resolution, at least by percentage. What point or merit is there to circumventing that option? The only benefit I can possibly fathom from forced automated resolution settings is for someone who is not familiar with the effect rendered pixel count has on CPU and GPU performance in 3d titles. At the same time.. those are the same guys who jump into the forums wondering why their game is running like crap, not realizing they've left settings to default and they're rendering at 150% of the G2's native resolution on an old gpu due to SteamVR's automatic resolution scaling Neglecting to address that and give me back control over my resolution settings.. the "Vive Pro" is not the name I would've personally chosen for this headset. Anyway. Enjoy. Y'all have fun.
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Which, is also what one other 3090 user reported to me only slight deviations.. but it's still automatically changing your resolution for you. Right? I'm not sure since the latest update.. but there's also a pretty big difference between Ultra and Extreme mode resolutions when I switch.. even though it specifies the same resolution, at a higher refresh rate. And I mean.. even funnier.. if I leave the automatic setting on in Vive console.. it basically behaves as if I chose the Ultra setting. How about you? Is it putting you at Extreme 120hz by default with your 3090? No? It's just changing the resolution.. which again.. what exactly are we disabling with that setting? a locked 90 hz refresh rate? It just all kinds of doesn't make sense, at least from the cheap racing seat under this lifelong mid life PC gamer's hind end. Even if I had a 3090.. i'd still want consistency personally. Seriously. If my rig can't handle what I choose in Vive Console.. I already had the option of turning down the render resolution in SteamVR. Why force automatic resolution settings on me? In a run of 6 restarts for me I ranged between 7.8m-8.1. In another 5 I was as low as 7.2m in some cases. Switch to extreme mode it's down to 6.1m-6.6mn per eye right.. so that's like 1m more pixels rendered total, but way less than rendered in ultra mode. I've done this way more than 10 times as well. What's strange to me, is that the damned thing won't let me just pick ONE resolution and keep it there like any other display on the market. But what ever makes sense to you man. Pardon my frustration as well, it's aimed at HTC honestly.. when I saw the specs.. I was like YAY finally a headset big enough for my head with more pixels. Anyway. I'm over it. Hope everybody who doesn't mind this enjoys theirs, I've personally spent way too much time finding that exact spot where I don't dip below 45fps, or too far below 60fps in my flight sims. which is my #1 use for VR anyway.
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So, when you disable automatic resolution settings in Vive Console, select whatever mode you want, let's go with Ultra. Start SteamVR. Set Render resolution to 150% for example, and it reports a number. If you quit SteamVR and restart it again don't change any settings other than to confirm SteamVR rendered resolution is set to custom, and the slider is at 150%, do this about 3-4 more times.. it says that same exact resolution at 150% each and every time in SteamVR settings? I mean I know for a fact the resolutions change for other people than myself. I've asked around. In this thread we've pointed out that it's calculating rendered resolution based on gpu clock frequency regardless of settings in htc's vrcompositor log files every time you start the software. Some of the updates finally got it to start using something higher than my idle clock frequencies at least.. some of the time. Still, it's all over the place for me and frankly I would never want a display that constantly changes the rendered pixel count without me choosing a setting that forces it to do so. I'm on the fence on whether this was an intended feature, or something they did on accident. I hope it was an accident and they figure that out at some point. Maybe I'll try it again when they do. You'd be the first person who'd said otherwise to me in about 20 pages of this thread, reddit, vive forums, steam discussion boards, private messages.. So if yours is for some reason staying put, lemme know. There might be more troubleshooting to do. With respect, I'm not sure you've been looking for it. Not directly at imacken - but I'm really asking questions hoping for an answer in some of these posts. Remove all doubt, make a youtube video. yeesh
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Welp. Returning mine to B&H. Driving down to drop it off to the shipper tomorrow. I just can't deal with the resolution inconsistencies. I have spent far too much time fine tuning my system for optimal results both in and out of VR to fathom why anybody would think it's acceptable to start a program at a different resolution every time SteamVR is restarted. To HTC's support team's credit.. it seems like they did try communicating with the development team to try to address some of my complaints.. but so far up to 2.0.17.4 I haven't bothered actually using the headset other than to start and restart SteamVR over and over again to be looking at a different number in the Resolution per eye. I'm talking.. jumps from like 7.2m pixels per eye to like 8.1m pixels per eye, and the only thing being done in between is quitting steamVR and restarting it. I do like lighthouse tracking.. ordered an Index just to see if I can manage with the max IPD setting an maybe a thicker face pad with my 72mm. Honestly if a Vive Pro 1 headset only were available at MSRP I'd probably snag one for the AMOLED and wider IPD range. But I can only find them used for more than MSRP or as a full kit. Hopefully I can make the Index work for me though. If nothing else.. I still have my Odyssey which provided a very nice experience at 60hz and no motion reprojection for simming.
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IME if it doesn't say "Out for Delivery" when you look up the tracking number then it's not on a truck. But.. there are exceptions to that. Being that close you at least know you should have it by tomorrow. You'll have a busy weekend, sir.
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I just had a nice little chat with a vive techsupport/customer service agent via their live chat, to which they immediately escalated the issue to a ticket upon hearing my descriptions of the issues and gathering my hardware and OS info. They didn't even make me jump through the hoops of general troubleshooting guides. Instead simply asked me what all I've done trying to troubleshoot, asked me for the hardware I'm running and told me to also use the Report function in vive console which I already have.. the rep even commented that it sounded like I was pretty experienced in the matter so that may have prompted her not to beat around the bush. So.. it will be interesting to see what kind of responses I get to the escalated ticket.
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Yeah that's worded in a way that seems confusing. Let's quote the part you didn't bold. "If we had set it to 100%, a lot of PCs would struggle under automatic settings." which implies, that there is also a manual setting. When you read the entire paragraph they are clearly talking about a feature that already existed, and has been disabled by most power users for years now. And also.. I mean.. "A lot of PC's would struggle @100%".. so we bumped it up to 150%".. what? say again? huh? Yeah that makes sense. /s People are struggling at native.. so let's increase the resolution to fix that. And this is the logic that makes us happy we have a manual option. Interesting find however thanks to you pointing me to the vr compositor log. It does seem to be doing some automated calucalations. Here are some more reasons I don't want it to do so, and therefore disabled the automatic resolution setting in vive console, which didn't provide the result I was looking for. This is what happened when I enabled the boost lock for my GPU in EVGA Precision, which actually puts me between 1980-2055mhz gpu clock Additional VsyncToPhoton time = 0.000000 seconds. [2021-06-10 13:04:29.944 -5 0xF3C INFO Initialize] Adapter[0] LUID.hp = 0, LUID.lp = 54771 [2021-06-10 13:04:29.944 -5 0xF3C INFO Initialize] Display Padding: (0, 0) [2021-06-10 13:04:29.944 -5 0xF3C INFO Initialize] Display Width: 4896, Height: 2448 [2021-06-10 13:04:29.944 -5 0xF3C INFO Initialize] Default Render Width (per eye): 3320, Height: 3320 [2021-06-10 13:04:29.945 -5 0xF3C INFO Initialize] Hidden mesh area per eye: 0.100613 [2021-06-10 13:04:29.945 -5 0xF3C INFO Initialize] Measure GPU speed with 2880 x 1700 render target. [2021-06-10 13:04:30.181 -5 0xF3C INFO Initialize] GPU speed test result: 1690 MP/s [2021-06-10 13:04:30.181 -5 0xF3C INFO Initialize] Estimated default throughput: 1784 MP/s [2021-06-10 13:04:30.181 -5 0xF3C INFO Initialize] Adjusted render Width (per eye): 3218, Height: 3218 [Scale = 0.940000] SteamVR resolutoin at 150% 3104.. um. apparently 150% is the new 100%. This what happens at idle gpu clock speeds, which is actually 1350mhz [2021-06-10 13:22:16.019 -5 0xEE0 INFO Initialize] Adapter[0] LUID.hp = 0, LUID.lp = 55475 [2021-06-10 13:22:16.019 -5 0xEE0 INFO Initialize] Display Padding: (0, 0) [2021-06-10 13:22:16.019 -5 0xEE0 INFO Initialize] Display Width: 4896, Height: 2448 [2021-06-10 13:22:16.019 -5 0xEE0 INFO Initialize] Default Render Width (per eye): 2842, Height: 2842 [2021-06-10 13:22:16.020 -5 0xEE0 INFO Initialize] Hidden mesh area per eye: 0.100613 [2021-06-10 13:22:16.020 -5 0xEE0 INFO Initialize] Measure GPU speed with 2880 x 1700 render target. [2021-06-10 13:22:16.340 -5 0xEE0 INFO Initialize] GPU speed test result: 1225 MP/s [2021-06-10 13:22:16.340 -5 0xEE0 INFO Initialize] Estimated default throughput: 1307 MP/s [2021-06-10 13:22:16.340 -5 0xEE0 INFO Initialize] Adjusted render Width (per eye): 2740, Height: 2740 [Scale = 0.930000] 150%SS in SteamVR is actually much closer to the reported resolutions on the bottom line taken in to scale. 3218 x .94 = 3024ish.. so it's just hair higher at Steams 3104x3104 resolution. That will still probably be a different number the next time I started up SteamVR however, as it is always a different result. However.. if this is truthfully as designed, and not some confusion between the HTC software development team on what this feature should do or a bug where my resolution is different every single time I start up SteamVR? That's a deal breaker for me. It makes absolutely zero sense for you to allow me to manually choose a resolution, and then completely ignore the setting I chose. And then base that on my IDLE gpu clock frequencies which are no where close to where I'll be when a VR title is actually running. Defeats the whole purpose of disabling automatic settings for performance tweaks. I have never utilized, neither have I ever wanted software to attempt to handle my performance tweaking for me. Especially in DCSW and other sims where I have put countless hours into determining my sweetspots for VR performance with far better results than automatic scaling has ever offered me. And I am still inclined to believe that what SteamVR is reporting the resolution at, at least in 120hz modes is just plainly incorrect, as stated in an earlier post that what should've been about 4.4m pixels per eye in the Pro 2 was performing worse than 5.9m pixels per eye in the Odyssey. I don't forsee HTC fixing it before my return period is up. Hope they prove me wrong. It makes more sense to me still that the automatic display resolution setting in Vive Console is bugged much like the Motion Compensation switch having no effect on or off. In fact the only consistency the option seems to offer when disabled is the refresh rate chosen.
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I shall do the same. And yes, let's leave it be. My apologies my response could've simply been that with betting confidence I believe the numbers you found are related to the feature that can be supposedly be disabled in Vive Console and to reiterate that maintaining less than 22.2ms frametime = more than 45frames per second being quite confident I know my own experiences better than others seem to think they do. The article was just to give you another source regarding auto settings than me. For everybody else - Short and sweet version - My only real complaints are that the software is malfunctioning to an extent that I can't confidently dig in and really see what my machine can do with this headset and that I'm not a fan of motion compensation, IF in fact that's what I'm actually seeing as none of the features seem to be behaving as expected. Hopefully it will get better. At the same time.. it's taken years to get to where we are today with WMR and Valve's software. So here's to hoping Valve and HTC sort out whatever is going wrong sooner than later.
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And again.. Likely intended for use with the automatic setting to determine the resolution set by Vive Console which has a switch at the top of the display settings page. Chances are this is obviously bugged, though I appreciate your willingness to dig into file explorer. I mean.. the headset is fresh out the gate. I know you'd like to think it's something on my end for some reason. But I'm pretty confident it's buggy software that will hopefully be addressed.. as the state of software upon release is less than satisfactory. Can I ask, what makes more sense to you.. A.)automatic resolution scaling setting resolutions despite having disabled that option in both vive console and SteamVR or B.) buggy software for a piece of hardware that's been out for less than a week publicly? Take a look at reddit and the vive forums and I'm clearly not alone here either. I am quite capable of measuring my FPS and system performance and have various tools for doing so. Staying well below 22.2 ms frametime means being capable of maintaining more than the 45fps minimum required for motion compensation @90hz. If you'd like to ask me what game I'm talking about in the desire to share and compare expeirences. Please PM me and go have a look yourself. I'd be interested to hear how it compares to motion smoothing in the Index. There is simply no viable reason to have automatic settings which have options to disable them, but they still work when you disable them. Automatic resolution settings are also something that no VR gamer actually wants afaic, at least not in it's current state. performance between VR titles varies too much and the available "Auto" settings really just give it their best guess for a general baseline. If it looks like a bug, smells like a bug.. it's probably a bug. Anyway, I hope I haven't come off as offensive as anything as you are simply investigating things and trying to help. But what makes more sense to me is the software is not behaving correctly. And we should be urging HTC to fix it ASAP rather than downplay the significance and stroking their ego. Here's an article for you that should clear you up at least on SteamVR's side of Automatic resolution scaling so you don't have to take my word for it.. which may lead to the conclusion that the behavior displayed in my video doesn't make any sense once 2 and 2 are put together. https://bit-tech.net/news/gaming/virtual-reality/steamvr-gets-automatic-supersampling-system/1/ Quoting a line from the article " Naturally, either can be overridden manually for those who prefer full control over their graphical settings."
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I don't think SteamVR is reporting Vive Pro 2 resolutions correctly, on my rig at least, and it's rendering at higher resolutions than what is being reported. I mean.. that doesn't identify if it's Vive Console or SteamVR at fault but. Prior to getting my Vive Pro 2 I was running the Odyssey at resolutions that equate to like 5.9m pixels per eye. I was maintaining my 60fps under those circumstances, or close enough to it. With steamVR reporting 2108x2108 per eye in the Pro 2, which is only 4.4m pixels per eye I was dropping down to like 40fps in the other sim I uninstalled my WMR software and can't give the exact resolution.. but 5.9m pixels per eye is way higher than the reported 1632x1632 when I turned the SS slider down which is 2.6m pixels per eye yet I was still seeing a short occasional bit of red on the GPU graph. Though the Ultra setting at 90hz seems to be reporting closer to what it should be, I'm still not sure it's correct. While the steamVR resolution being reported can not possibly be correct and still make sense to me especially in the 120hz modes, the SS slider does in fact affect resolution.. so it might be that the percentage at least relates to the native resolution of the vive even if steamVR is reporting that resolution incorrectly. I mean.. I'd say my sweetspot is probably around 5.2-5.5m pixels per eye. The problem is, I have no idea how many pixels I'm actually rendering in the Pro 2. I'm at odds with motion compensation still. I get there will be artifacting and aliasing issues with it on. I almost thought the double vision was due to my framerate dropping too low.. but chasing WW2 warbird in my other sim with the headset set to 90hz I would be looking at a clearly identifiable 109 one moment and the next it would be like I was drunk and seeing two of them, flashing and blurring and I never exceeded 16.7 frametime, in otherwords my system was not struggling to run at 45fps @90hz My last experience with WMR motion reprojection had artifacting and wings may flap.. but none of the double vision. Not that I spent much time with it, as 60hz with no reprojection was an awesome experience as long as I was close to or maintaining 60fps.
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I couldn't tell you. I get a different number every time. 2488x2448 pixels per eye is native.. SteamVR has never reported the exact native resolution of a headset, but this is the first time I've encountered the resolution reported by SteamVR at a given percentage changing with every restart. My only other experience being WMR. Hopefully HTC doesn't take too long to fix things. Or valve... whoever's software is at fault.
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I would still imagine that the items mentioned (GpuSpeed and Horsepower) is for use with the automatic render resolution setting in SteamVR which is currently set to disabled on my end, as well as Vive Consoles own automatic settings. Being disabled. I wouldn't go so far as to say "This is why this is happening". It shouldn't be. If it is some kind of "feature" it's a hinderance not a boon. My guess is still that something is broken and needs fixing. All the information in my vrsettings file points to the Vive pro 2. It shows the correct resolution iin there as well. . In fact I'm almost certain that the "GpuSpeed" section relates to steamvr's auto scaling feature as looking at it when enabled it always reverts to 150%SS on my system regardless of which headset I'm using and that's what the "render target scale" is set to (1.5=150%) and determined by the GpuSpeed0 and Gpu speed Horsepower number. "GpuSpeed" : { "gpuSpeed0" : 1941, "gpuSpeedCount" : 1, "gpuSpeedDriver" : "466.63", "gpuSpeedHorsepower" : 1941, "gpuSpeedRenderTargetScale" : 1.5, "gpuSpeedVendor" : "NVIDIA GeForce RTX 2080 Ti", "gpuSpeedVersion" : 2 }, It's not a matter of "my framerate is tanking I'm getting bad performance." I get no difference between motion compensation on/off I can't get consistent resolutions reported steamVR and frankly I don't know if it's really rendering at the resolution it's stating or not. This is how I have been measuring VR performance and fine tuning my system for a long time now. Currently I can only look at GPU usage as a capped framerate tells me nothing about how my system is actually performing. I believe I will start examining cpu/gpu usage however to see if it's staying consistent in DCSW between SteamVR restarts. That could tell me whether or not SteamVR is just lying. The reported resolution at performance mode which according to vive console is 1224x1224 per eye, but SteamVR is showing similar resolutions between performance and extreme mode @100%. Also my vrsettings file has nothing about refresh rate I can see, but the resolution is at least listed correctly in vrsettings. }, "driver_viveVR" : { "lastDisplayHeight" : 2448, "lastDisplayWidth" : 4896 Not trying to put down your experience there but.. still smells like a bug. YES.. SteamVR has automatic resolution settings that are supposed to be dependent on your hardware. But it's a setting that can be disabled, or at least we're supposed to be able to. It is the "render resolution" setting on the General page of the SteamVR settings. If set to custom, that should disable all automatic scaling on steamVR's end. Most of us have probably had it turned off since day 1 I'd imagine. Early articles on the feature I've read cover that as well. WMR+SteamVR doesn't behave this way, that's for certain. When turned on Automatic scaling will bump the SS slider up.. but it reports the same number if I were to set it to custom and choose the same percentage. Similar to how 100% SS in the Odyssey was always the same resolution. The automatic setting in steamVR also decided my 980Ti could handle 150% SS as a baseline for VR before I finally bought the 2080TI. I was barely getting away with native resolution in the Odyssey with the 980ti in DCSW. Good thing it isn't a forced setting.
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Lol if you decide you want to sell your Index HMU I think I'm interested.
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I can tell you both from experience with their phones, and from my recent chats with their customer service.. HTC doesn't have a great track record there in my personal experiences.
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Worth it to get a MS FFB 2 for helicopters?
Headwarp replied to potbellypig2000's topic in PC Hardware and Related Software
I used mine for primarily helo use and prop planes for a long time and I miss it. But I've narrowed it down to just my Gunfighter for all simming purposes. I miss the force trim function, as well as feeling a buffet in the stick during a stall and the stick going limp. But I don't miss the lack of buttons. Also don't try to use it with the Gazelle just turn all FFB off with that thing... at least until after they get back to it.. provided the Kiowa turns out okay. -
Vive.com , click community. OR have a chat with one of their customer service reps. that's always a fun experience too. lol.. half tempted to copy and paste my chats with them for the luls. But eh. If you post on their forums make it count. You get two posts per day. Also.. that would be a nice guess if not for the fact that use of the headset still requires the SteamVR enviroment. HTC is out of touch with the VR consumer base imo. Valve is the only reason they have success in the field.
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SteamVR allows for changing the resolution of any headset.. Index owners have been using steamvr settings to change the refresh rates and turn on and disable motion smoothing. HTC is just trying to do something they saw microsoft do. Like I said in an ealier post.. who actually wanted a Vive Cosmos? Nobody.. not a single soul, Microsoft had that covered and did a better job with the software. Being the company they are they're going to do it worse than the already working methods we already have. There's a reason my last phone purchase was a Pixel and not my third HTC phone.
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I agree 100% about motion compensation. They need to just remove the requirement of Vive console all toghether imo.. it's just a completely unnecessary layer of tedium that is only going to serve to annoy the ever living crap out of users. Hint: HTC I am never going to subscribe to viveport. EVER. Vive Console certainly isn't going to change that.
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Yeah that's not how SteamVR's supposed to work. There's just no way that's working as intended. Again.. one couldn't get consistent performance results with a resolution that constantly changes. Pimax informed you wrong. That's a bug. Not to mention the discrepency in Vive Console resolution vs Steam VR resolution be SO FAR away from each other. THat's also a bug.
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How is it well established? My resolution has stayed the same at 100% in WMR for 4 years now. In fact.. if it were to constanly change like the Vive Pro 2 does how would one ever get reliable performance measurements? You're mistaken on that one. I think you might be confused with having read something about the 'Auto" setting in SteamVR, which will change the SS% slider depending on your hardware. This is disabled when you set it to custom. Just FYI i also cleared everything VR related from my PC multiple times. Either HTC's software or SteamVR is currently bugged with Vive Pro 2..which it is a brand new headset and we ARE talking about HTC here. They aren't known for their software. Hardware yes...software no. They build phones for the already existing android enviroment. Their headsets use the SteamVR environment. And again..this is why Vive Console is silly. They aren't a software company like say.. Valve or Microsoft.
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I'm absolutely convinced there are software issues that aren't worked out. I just recorded a 10 minute video of my desktop. Sorry I wanted to keep it much shorter but.. I think you'll see why it took me so long and will be a good illustration of why Vive Console is a step I don't understand the reasoning for, especially when it has this many issues out of the gate. I'll edit this post with a link to the video after it's done processing. I'm back to showing a different resolution in SteamVR everytime I restart despite being set to custom setting, also.. when I change resolution in Vive Console to say the lowest setting which should be 1224x1224 per eye SteamVR is reporting resoltion of 2108x2108. I mean.. steamvr SS setting has never matched exactly with the screen's resolution of any headset.. but 2108x2108 is a pretty giant leap from 1224x1224. I'm going to try steamvr beta again and see if anything changes.. If it's not at a high enough definition - check back later.. Sorry I wasn't about to put the effort of a script and video editing into this, so forgive me for tripping over my words a little bit. *Edit* No difference in steamVR beta. Different resolution every time I start SteamVR despite no change to my settings in Vive console. I'm not sure anything is actually being rendered at the resolution SteamVR states.. but if by chance it is actually changing all the time like that, people are going to have a hard time getting consistent performance between vr sessions unless this is isolated to just me. I'm going to present this in the HTC forums.
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I wouldn't think it either.. just ruling that out.. and also confirming that the fact that I was getting that prompt was in error. LIke I said wiping all VR related anything other than my games from my system seems to have gotten me more consistent results.. Only I think the software is ignoring my request to disable motion compensation as I'm still finding myself capped. .. This is new to me too..and also might be where our difference lies @Supmua. My Per application resolutions seem to be dependent on the default resolution set on the Video tab. check it out. Note the Video tab resolution set to 150%, and the DCS one set to 100%, but matching resolutions. I could be remembering incorrectly but.. I don't remember it working like that with WMR. I've been under the impression that these settings were independent from one another. Here's another question.. did your headset have a firmware update in the SteamVR device list? only asking to compare your experiences with my own. Then again that could've been just for the display link box, which makes more sense. Still.. I'm not ruling out having corrupted my install somehow. (this was with the vive console set to the lowest display setting @120hz.