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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Or is there some nontransparent stuff about hyperthreads that can crash software when they aren't where the OS thinks they should be?
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The crash is just inside the SteamVR WMR driver DLL...
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Anyway, >400 combo on Beat Saber says this VR gaming in a VM idea works perfectly fine, once it works.
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Replying to @marcan42
I usually Code/Play VR Games with a Rift S in a Virtual Machine since a Year without much hassle. (Technically since I Bought It), The unique issue was by default, the CPU identify as itself as a EPYC Processor (Because QEMU Profiles), and Oculus has an compatibliltylist which+
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Doesn’t include EPYC CPUs (because Obvious reasons) and shows some warning Messages, which there are some workarounds but easier method (for me) is force copy CPU real Info from QEMU/KVM. (My case because it’s a Ryzen)
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Mine identifies as EPYC before and after the fix, so that wasn't the issue for me.
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