Comments (5)
My mic streaming code is primitive compared to the audio capture code. Audio is not synced with the video in any way and just send to the HMD as fast as it can be captured. I don't know if there is room for improvement and I did not have any problems so far and can not confirm a delay of another 50ms.
Maybe you should check your wifi. Some people have improved the streaming by reducing the wifi channel width from 80mhz down to 40mhz
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maybe thats my problem with the mic streaming because i get 300 ms i'll drop it to 40mhz and see if the helps
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i change to 40mhz and i went from 300ms to 70 thx
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Changing to 40mhz didn't improve the discrepancy in latency between audio and video (received from desktop and played back on the headset). However, there is a slight drift to be noticed (sometimes the audio lags a bit more/less behind the headset video. If I listen to my desktop audio at the same time, I can clearly here the order of playback being desktop audio -> headset video -> headset audio. Changing resolution or bitrate doesn't have an impact. Increasing buffersize decreases the discrepancy a bit but it'd be more correct to say the drift seems more wild.
Games where the audio/video timing isn't a really big deal work fine, since it's only very small, for example Vivecraft. Beatsaber however requires me to play with desktop audio or take a full step backward from the center of the stage (which wouldn't be needed if video/audio where synced, you'd just notice the latency on the controllers). If I am the only one noticing, I'd guess my setup would be the reason.
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If I listen to my desktop audio at the same time, I can clearly here the order of playback being desktop audio -> headset video -> headset audio.
I think here could be the problem. There will always be a delay in the streamed audio and video. Can't be avoided. For the video, the async reprojection is used to make it less noticeable, for the audio, there is no such thing. Some people are more susceptible to this than others.
In my opinion, rhythm games like beatsaber will never be a smooth and playable on any streaming solution. Its the same as back in the day of guitar hero, where you had to disable the post processing of some TVs to get a chance of playing the game. With streaming over wifi, there is nothing we can disable.
I even have this delay when I play with the steam link over a ethernet connection and hear the audio from my speakers.
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Related Issues (20)
- Handshake error for 5996.client: Cannot find audio device which name contains "pipewire" HOT 4
- Cannot detect headset.
- Build Failures With Bad AV1 Dependencies (Old `libav`) HOT 2
- Controller buttons stay pressed/touched forever (refactor regression) HOT 2
- Error "/home/(USER)/.config/openvr/openvrpaths.vrpath does not exist" when trying to launch SteamVR through ALVR HOT 2
- So ALVR link suck so bad and crash for a gazillion times I turn back to steam link and it works great HOT 1
- ALVR not displaying to quest 2 Linux mint HOT 4
- Newest nightly APK doesn't run on Quest 2 HOT 1
- ALVR audio script mic only working about 1/3 of the time.
- Quest games on alvr+steam when??? HOT 1
- Hardware encoding isnt supported while its on my gpu HOT 8
- ALVR has a generic application icon on quest 3
- ALVR installer not appearing under assets on the latest download page? HOT 3
- Keep getting Cannot find audio device which name contains "pipewire" HOT 10
- feat: Monado support
- feat: Linux direct mode support
- CI: build under SLR Sniper for SteamVR
- CI: Update actions toolchain
- Documentation: Document tilt mode on wiki
- [Feature Request] Disable encoding (raw video transfer) HOT 7
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