And (unfortunately) because both compositors are closed source, we'll have to wait for Valve and/or Microsoft to fix it.Īnd now opinion time. I'm not saying that SteamVR can't be improved, i just can't be sure that SteamVR is the root cause either, as you said yourself WMR's compositor works fine, but what we don't know is what is different between them. You see vrcompositor.exe does not necessarily own the compositor window (or even does any computation for that matter), driver vendors can provide their own compositors using direct driver mode in SteamVR (which is the default for literally all commercial headsets). Now as to fixing it, and well also finding the root cause of the problem, because this really smells like Oculus driver's fault. Which confirms that Windows11/GPU driver uses it some how for priority. As I already wrote in the first post, if you run vrstartup.exe from a shortcut on the desktop, and not from Steam, then there will be no issue, because the parent process (for vrstartup and vrcompositor) will be explorer.exe, and it has main window with a constant and high z-order. The z-order and state (Normal/Minimized/Maximized) of the Steam window affects the appearance of the issue in the compositor. Parent of vrcompositor.exe - is vrstartup.exe. Issue happens with vrcompositor.exe - Since it has no windows, the z-order of the parent window affects the occurrence of issue. Is it only the case with the status window? Now in the beta version of my application, I have added and testing a feature for windows manipulation so that users with Windows 11 do not experience this issue. But any running application after starting SteamVR can cause the problem (my application has a window on the desktop), or rather, any window that appears can cause the problem, if the windows described in my first post do not have the highest order on the desktop. Some contacted support and received a response that Windows 11 is not yet supported.Īs the author of an overlay application that shows performance stats in VR (fpsVR), I receive complaints that it is my application that is causing the issue. This issue has been reported by people on the SteamVR forum. It is not possible to reproduce frame drops on the side of their compositor. Interestingly, the Windows Mixed Reality compositor does not have this problem. Maybe Valve should take this issue to Microsoft and work it out together. SteamVR must adapt to the new changes in the new operating system. Now any application interferes with the operation of the video card, depending on the height of its priority can cause frame drops.Īlso if this is related to how Windows 11 does Z layering, I fail to see how it's SteamVR's fault for Windows 11 being jank. As far as I understand the vr compositor works in exclusive full-screen mode. I can only theorize, but perhaps the problem lies in how Windows 11 handle the exclusive full-screen mode. In this case parent procces for vrstartup.exe and vrcompositor.exe will be explorer.exe which has main window with very high and constant frame drops I found what for SteamVR compositor, the issue can be solved if run vrstartup.exe via desktop shorcut. Separately or simultaneously, it all depends on the order of the windows and their states The issue can occur with the compositors processes (vrcompositor.exe or/and the oculus service) and with the vr game process. ![]() The issue can also occur when, for example, a main window of application (for example, Discord) maximized, but Steam and Steamvr windows overlap it, and it displays a notification on top of Steam window. Just run SteamVR via Steam, run any vr game, minimize steam window or/and get any window and miximize it to overlap all other, wait for 5 seconds. ![]() The issue with continuous frame drops occurs when these windows in a certain order and state. Headsets tested: Vive, Vive Pro 2, Index and Quest 2.Īppearance of a issue probably depends on what z-order windows has (for SteamvVR (vrcompositor.exe) - Steam window as it is parent procces for vrcompositor.exe, for the Oculus vr compositor - the Oculus service window, by default it is disabled, but it can be enabled via debug tool), as well as the state of the window and the states of windows that overlap it (states: Minimized, Normal, Maximized). Issue: continous frame drops with Windows 11. Does Valve have any plans to support this operating system? 4 months have passed since Windows 11 was released, SteamVR still does not work properly with this operating system.
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