This is not really a bug, but something that I hope is improved.
The program runs well, calibration goes well(except I think i have my Kinect too high so i obscure feet when i bend over.) But when I put my headset on in SteamVR the virtual trackers update slowly, as if they are at a low fps, and everything else works fine.
I helped improve this by overclocking my system which allows me to move smoothly with a few players in the server in VRchat, but when more than a dozen are around my cpu is maxed out, and tracking becomes bad causing my lower body to move at a low fps.
I am writing this here because Driver4VR takes up between 20-30% of my cpu usage once I click ‘start’, and continues to even after I click ‘stop’. On launching the program it takes up a negligible amount of cpu.
This combined with running a VR game can cause my cpu to max out, compromising the tracking, and my fps. So I can only ask for you to take a look at ways of optimising the CPU usage. I understand if this isn’t possible, or isn’t something you want to do, but I would appreciate it, and it would allow better tracking with more demanding VR programs, and for people running just above the minimum requirements for VR.
Included a screenshot of the cpu usage after starting, then stopping.
(the vr compositor usage drops when a game is running)
My CPU is a Athlon x4 860k @ 4.1ghz
GPU is r9 290x with about a 10% boost to both clocks.
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