So I just got done building a Ryzen 1950x Threadripper box. It uses the Asus Zenith Extreme motherboard. It uses G.Skill Trident Z RGB RAM, 4x8GB sticks in quad channel. Everything is updated and running steady. Every app or game I throw at this thing fails to make it use more than 20% CPU for working tasks (though 95% for passives, like video rendering, which is expected). Then I decided to set up my Rift again, so I could get back to pre-vis modeling in Medium and the occasional game, thinking the RAM and CPU bottlenecks of my old i7 4930K rig would be a thing of the past.



Boy was I wrong.



The Sensors (three of them) seem to work just fine. Plug in the Rift HMD while Home is closed, still fine. Open Home with the HMD plugged in, then laugh as the CPU jumps between 50% and 90% usage. It's enough to make devices like mice and keyboards lag, prevent apps from loading and rendering properly, and generally locks up the whole system. Unplug the HMB or close Home and you drop back down to 3-10% like you'd expect.



The truly concerning element? The Oculus runtimes do not tally up to the bump in CPU usage. If I'm at 50% all of a sudden, I'll see the OVRServer_x64 process max at 10% and the Home runtime hit maybe 25%, with the rest of the system at about 3% total. A service that isn't tied to a process might be using the rest, maybe? It baffles the mind.



The same issues happen if launching a game directly, only the game process is what has the huge CPU usage increase. This leads me to believe anything running the SDK or runtimes is affected.



In the HMD, the view renders smoothly, but tracking is extremely broken (accurate, but maybe updating five times a second) and ASW is very evidently kicking in to fill in the gaps. On the PC view of any apps or games, the app/game is running perfectly smooth and having no issues. Tracking is perfect in the 2D window, just choppy to the extreme in the HMD. Again, this seems like an issue with the backend and not apps themselves.



I have tried disabling SMT/hyperthreading, disabling cores, switching on the AMD game compatibility mode in Ryzen Master (unique to Threadripper CPUs), and even base-clocking my RAM down to 2166MHz in case it was a latency issue from the XMP upclock. Game Mode helped a smidgen, but at the expense of the CPU now ranging from 80% to 100%. Nothing else had any effect.



I realize this is a new processor and a new motherboard to go with it. They released very recently and are expensive, so not many people have them. That's my issue though, that not enough people own a 1950X and a Rift. I have no clue if this is a localized issue or something that Oculus needs to address with an update. That's where you guys come into frame. If you have a Ryzen system, preferably one with 8+ physical cores (I think my high 16 core, 32 thread count may be partially to blame), please speak up with your results. If there's a fix or specific setting needed, we need to catalog it for others in my position.



I love my Rift, but I need my Threadripper. I'd love to keep both, but I may have to buy a Vive instead just to access Medium now.



Thanks, guys. All input is appreciated and very welcome.



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