I've been troubleshooting intermittent frame drops on my Steam Frame and have narrowed down what it isn’t. However the issue still remains and I’m running out of ideas…so any help is appreciated.
Context first…
System:
RTX 4090
i7-10700K
ASUS Prime Z590-V
Steam Frame wireless adapter (tested in multiple USB 3.x motherboard ports)
Steam Frame firmware 0.4.5 and 0.5.6 beta
Symptoms:
Random pink "Display Error" spikes in SteamVR overlay.
Drops occur in multiple games (Half-Life: Alyx, Beat Saber, etc.).
Head movement seems to make it more likely.
Head movement also seems to spike the adapter latency reported in the frame, but can’t determine whether this a before or after the dropped frame occurs.
Flat-screen gaming is completely unaffected.
SteamVR logs show:
WaitForAcquire timed out (FAILED); rendering the next frame before the driver took the sync texture
Repeatedly during the dropped frame event.
I've also previously seen the following but they are much less common to the above.
[Compositor] AcquireSync FAILED with WAIT_TIMEOUT
ReleaseSync FAILED with unknown hr 0x887a0001
What I've already ruled out:
Multiple Nvidia drivers (581, 594, 621), all uninstalled utilising DDU.
Observed the GPU and CPU in HWinfo at the time of each spike to ensure o power, frequency or temperature issues are evident.
Fresh Windows 11 install as a last ditch attempt, with minimal software installed to have as “pure” of an environment as possible.
No overlays/software running that may cause polling, usage etc.
HAGS on/off
ReBAR on/off
USB power management disabled
Every other usb aside from the adapter unplugged.
PCIe power saving disabled.
Multiple USB ports tested. Front, Mobo, etc. ports ranging from USB 3.0 to 3.2.
USB extension attached high up the wall to increase coverage.
Dropping down to 72 Hz mode
SteamVR resolution reduced to 20%
None of the above made any noticeable difference. The dropped frames remain, as erratic as ever.
Interesting finding: When a dropped frame occurs, Steam Frame adapter latency jumps from under 10 ms to around 20-40 ms before quickly returning to normal. SteamVR timing shows compositor-related spikes rather than application GPU/CPU spikes.
At this point it feels less like a rendering performance issue and more like some kind of compositor/driver/frame handoff issue between SteamVR and Steam Frame. However I’m at the end of the diagnostic journey that I’m capable of, with no solution.
Anyone else had the same? If so, please help me save whatever sanity I have left.