Huh. So apparently SteamVR for Windows Mixed Reality crashes when you turn on the controllers... if you're running in a VM with a certain CPU configuration? This sounds like one bizarre heck of a bug.
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I'm running it on my TR box with GPU passthrough, and I ended up opening a ticket with support because it just looked like a random crash unrelated to the VM. But then on a hunch I changed my CPU topology and RAM and that... fixed it?
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I haven't bisected it yet, but I went from 1s8c16t 32G unpinned to 1s8c8t 16G properly NUMA pinned and cores pinned to 8 physical cores on the die the GPU is attached to. But, like, all of this should be a performance thing only?
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Replying to @marcan42
I wouldn't be surprised if unpinned exposes GPU driver bugs.. but then I don't really know how all that NUMA stuff works anyway
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Replying to @adammw
Yeah but it's crashing in the *controller* code of all places?
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Replying to @marcan42
Usb or Bluetooth? Could it be a buggy VM implementation of Bluetooth passthrough?
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Replying to @adammw
I'm passing through the entire USB controller at the PCI level (I know full well USB passthrough sucks; I wrote the qemu xHCI code and that worked well but not perfectly, and that was before they redid the way passthrough works :P)
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Also note that the WMR portal works. With controllers and everything. The crash is in th SteamVR wrapper around that.
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Windows mixed reality?
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Yes. Basically MS's camera based ecosystem for positioning and controller tracking (like Oculus Quest, unlike the base station laser stuff of the Vive/Index) The base station stuff works better, but it's more expensive and there are no 4K headsets.
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