Vive, DisplayPort, and GP104 Apparently Don't Mix For Now

Subject: Graphics Cards | July 6, 2016 - 07:15 AM |
Tagged: pascal, nvidia, htc vive, GTX 1080, gtx 1070, GP104

NVIDIA is working on a fix to allow the HTC Vive to be connected to the GeForce GTX 1070 and GTX 1080 over DisplayPort. The HTC Vive apparently has the choice between HDMI and Mini DisplayPort, but the headset will not be identified when connected over that connection. Currently, the two workarounds are to connect the HTC Vive over HDMI, or use a DisplayPort to HDMI adapter if your card's HDMI output is already occupied.

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It has apparently been an open issue for over a month now. That said, NVIDIA's Manuel Guzman has acknowledged the issue. Other threads claim that there are other displays that have a similar issue, and, within the last 24 hours, some users have experienced luck with modifying their motherboard's settings. I'd expect that it's something the can fix in an upcoming driver, though. For now, I guess plan your monitor outputs accordingly if you were planning on getting the HTC Vive.

Source: NVIDIA

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July 6, 2016 | 08:31 AM - Posted by shawnf77

What kind of RIFT is this going to cause!!!!

July 6, 2016 | 06:27 PM - Posted by Penteract (not verified)

+1

July 6, 2016 | 10:01 AM - Posted by Petar Krastev (not verified)

As usual, the thing will be covered, there will be no noise around that... So let me get this straight...
100$ extra reference cards with DX12 and VR issues going on the market claiming VR and DX12 compatibility... False advertising much? And this is not the first false advertising, Nvidia have done... Arkham Knight anyone? When will the press finally start punishing Nvidia for their SHIT?

July 6, 2016 | 10:28 AM - Posted by Anonymous (not verified)

VR still works. The HTC Vive not being recognized on DP does not stop your experience. That is why it's not a big issue. Your PC shutting down unexpectedly is a big issue and possibly your motherboard frying is an even bigger issue. There are simple get around for this DP issue, you use HDMI or an adapter. Plus they are working on a fix, but you can still use VR. For the users who bought the RX480 and has a mid range motherboard, the only fix they have before AMD driver update was to either not use the card or buy an expensive motherboard. You see, the two issues are very far apart.

July 6, 2016 | 11:49 AM - Posted by Shambles (not verified)

Deflect and then change the subject... Nice work!

July 6, 2016 | 11:59 AM - Posted by Anonymous (not verified)

Really, only the El cheapo motherboards may have any problem, and considering Nvidia's own history with the "PCI specifications" motherboard makers have been baking in a little more outside the specifications ability into their SKUs for some time now, the motherboard makers do not like RMAs and they know how the GPU makers draw a very fine line with the PCIe specifications. And that Nvidia “VR” still works is only according to Nvidia's limited software based asynchronous compute, because Nvidia's asynchronous compute is not fully implemented in its GPUs hardware. With VR gaming, and at VR gaming's high frame rates that must be maintained without any variance, to avoid the cookie tossing, that Nvidia “asynchronous compute” implemented in software is just not going to be as responsive as AMDs hardware based asynchronous compute fully implemented in AMD's GCN ACE units!

Nvidia will not be able to hide any latency issues in the software with the VR games throwing so much changes at 2 VR screens at very high frame rates with no excessive frame variances allowed. It's just not possible for software based scheduling of a GPU's execution resources to be as fast as the scheduling of a GPU's execution resources implemented fully in the GPU's hardware, and AMD now has added speculative execution/instruction pre-fetch to its Polaris GCN micro-architecture to avoid any gross instruction fetch latency delays on its GPU's execution resources. This is AMD's GPU equivalent of SMT/Hyper-threading CPU style asynchronous compute management of processor execution resources scheduling/dispatching that so increases IPC and reduces the latencies that result in underutilized execution resources! It also greatly decreases any latencies for VR games software that needs to have as little latency as possible with respect to frame delivery/frame delivery variances on very quickly changing VR gaming workloads.

Nvidia needs to get more hardware resources in its GPUs to make that VR gaming on Nvidia's hardware asynchronous compute aware.

July 6, 2016 | 12:06 PM - Posted by Anonymous (not verified)

ANOTHER problem with these cards? That makes 3 flaws so far, nvidia winning in amount of design flaws too!

Curious is they can fix this one, or will they have to issue a workaround with no fix possible?

July 6, 2016 | 12:18 PM - Posted by oldbru (not verified)

I have seen reports of the same error on AMD fury cards, so not necessarily just an NVidia issue. Disabling UEFI boot for PCI-E devices, is one possible temporary fix.

July 6, 2016 | 08:53 PM - Posted by Anonymous (not verified)

Works fine on AMD, this issue is all nvidia.

July 7, 2016 | 12:53 PM - Posted by BrightCandle (not verified)

I had inconsistent behaviour on a 970 on displayport with a Vive. It would often fail to start up and require repeated starts to get it going. The problem completely disappeared on HDMI with a 1080, so there is a chance that there was an issue with Maxwell as well. Most people blamed the issues on USB3 but all I changed was the GPU.

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