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USB compatibility 3.1

Discussion in 'Computech' started by RCHeliguy, Mar 14, 2019.

  1. RCHeliguy

    RCHeliguy
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    I was curious if people with newer computers have had any issues with Fanatec and Heusinkveld equipment running on USB 3.1 ports.

    I noticed that my CS 2.5 wheelbase seems to work best on a USB 2.0 port and when I put it on a USB 3.0 port I can't pull up the configuration manager for it.

    Have any of you run into similar issues?
     
  2. Jeremy Ford

    Jeremy Ford
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    Some devices have problems on USB 3.0. I can't run my Leo Bodnar DD off USB 3.0 for instance. It's possible a different motherboard with the same equipment wouldn't have that problem.
     
  3. Andrew_WOT

    Andrew_WOT

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    Never had any issues with 3.0 or 3.1 ports on two ASUS ROG motherboards.

    Pretty sure it was related to some early faulty USB controllers.
     
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  4. Terry Rock

    Terry Rock

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    My Lenovo Explorer WMR headset does not like USB 3.1.
    I've gone as far as to label the cables, simply as a reminder to never plug them there.
    The original Fanatec Clubsport pedals (v1.0) don't seem to care for them either.
    Over time, the throttle pedal will develop a downward drift to max angle...similar to what is reported as a bad sensor.
    The only thing required, is to unplug and reconnect the pedals, then the max value will return.
     
  5. RCHeliguy

    RCHeliguy
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    It does seem like some devices and some motherboards don't play nice. I recently realized that I actually have just enough ports that I won't need a USB hub which is great.

    However, I've also read that some MB's are overwhelmed when you have a bunch of active USB ports and I would have every single port with an active device plugged in.

    This does make me wonder if there is any CPU advantage to unplugging the 3rd Rift Sensor in back that I use for room scale. I wonder if having one less sensor takes a bit of the load off the CPU. It might be interesting to check.

    If found the following link interesting. It states that if you have 3 Rift sensors, make sure they are all connected to USB 3.0 ports. If one is on a USB 2.0 port it will utilize compression and eat up additional CPU resources. On his system he said the CPU usage dropped from 20%-30% down to 12%

    https://www.reddit.com/r/oculus/comments/ap20vp/ovr_service_and_usb_performance/

    However he also mentioned a huge difference in how the CPU handles USB devices much better on Generation 6 and newer with DMI 3 vs. DMI 2.

    Just read another post that suggests each sensor took only about 2% CPU, interesting. I'm guessing this has a lot to do with firmware, mother boards and implementations.
     
    Last edited: Mar 15, 2019
  6. Andrew_WOT

    Andrew_WOT

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    I've seen some reports from Rift users experiencing better FFB on OSW when switching to WMR with inside out tracking. Suspect was it was due to relief on USB controller as WMR is using only one port.

    @Terry Rock, most likely the issue with AsMedia driver. You need to remove that, reboot and let MS install its own.
    https://forums.hololens.com/discussion/9650/mixed-reality-will-not-recognize-my-usb-3-0-or-3-1-ports

    There is step by step instruction, search for "7-12" or "2181038087-12"
    https://docs.microsoft.com/en-us/wi...t-guide/troubleshooting-windows-mixed-reality
     
  7. Bjarne Hansen

    Bjarne Hansen

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    Some likely older USB 2.0 devices do not like to share controller with other devices.
    If you got issues try this program.
    https://softfamous.com/usbview/
    it is USBview from MS but from MS it is part of a larger package.
    Got a golf simulator with 2 high speed Usb 2.0 cameras. They have no issue with Usb 3.0 or 3.1 ports but do not like to share the controller with other devices even on a USB 3.1 controller!

    Would agree with that on old MB I had nothing but trouble with Asmedia drivers until I let MS install usb 3.0 drivers
     
  8. RCHeliguy

    RCHeliguy
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    I wonder how that will work with the USB-C port on the RTX cards. My understanding was that the graphics card operated in it's own dedicated area for I/O. I wonder how that will work with positional information and whether it will pull other processing away from the graphics card.

    Keep in mind that a Vive only has one USB port for the headset and the base units are passive emitters, so I imagine there are differences in USB bandwidth there too.
     
  9. RCHeliguy

    RCHeliguy
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    Hmm...

     
  10. dud

    dud
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    This is likely related to the quality of the USB3 ports or (more likely) problems with the drivers.

    Those of my computers that do serious USB (including my gaming machine) all have a dedicated USB PCIe card, with a known-good chipset that has known-good drivers. I can post the link to the one I'm currently buying if there is interest.
     
  11. Durge Driven

    Durge Driven

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    "Good" USB Hubs regulate power to each port separately
    Motherboards run 4.5v to 5.5v all day
    Even if expensive motherboard had good regulation a good hub is way cheaper

    Better option then those old ugly USB boards recommended for VR
    BTW they don't regulate power either

    P.S. We all heard about someone blowing USB ports on motherboards
    With cheap hub the same is possible
    With good hub impossible :)
     
    Last edited: Mar 22, 2019 at 23:06
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