VRHow / VR Tools / FrameVR Autopsy
FrameVR Autopsy: 100% Client-Side PCVR Frametime & Stutter Log Analyzer
Direct Diagnostic Utility: Stop guessing why your VR headset judders. FrameVR Autopsy ingests session performance CSV logs from Oculus Debug Tool (ODT), SteamVR Advanced Frame Timing, fpsVR, and CapFrameX/PresentMon directly in your browser. It calculates 1% Low FPS, p99 frametimes, and isolates whether micro-stutters originate from CPU game-thread draw calls, GPU shader fillrate, hardware video encoder overload, or wireless Wi-Fi packet jitterβwith 100% client-side privacy.
Drop your PCVR Performance CSV log here, or click to browse
Compatible with Oculus Debug Tool (ODT), fpsVR, SteamVR, and CapFrameX CSVs. 100% private: zero network upload.
Ready for log ingestion. Select or drop a CSV file above.
How to Capture Performance CSV Logs for FrameVR Autopsy
FrameVR Autopsy supports standard CSV export formats generated by the four primary VR profiling utilities:
- Oculus Debug Tool (Meta Quest Link / Air Link): Navigate to
C:\Program Files\Oculus\Support\oculus-diagnostics\OculusDebugTool.exe. Under Performance, set Visible HUD to Performance Summary, and check Log Performance to CSV. Launch your game, reproduce the stutter, and click Stop Logging. - SteamVR Advanced Frame Timing: In SteamVR, open Settings > Developer > Advanced Frame Timing, check Show in Headset, and click Export CSV after your gameplay session.
- fpsVR: On the fpsVR desktop overlay or in-game menu, navigate to Logging, check Record Session to CSV, and locate the resulting log in
Documents\fpsVR\CSV. - CapFrameX / PresentMon: Launch CapFrameX, set hotkey to F11, record a 30-second run during gameplay, and click Export Raw Data (.csv).
The 5 Root Causes of PCVR Micro-Stutter
| Stutter Category | Frametime Signature | Typical Culprit | Prescribed Engineering Remedy |
|---|---|---|---|
| Wireless Router Jitter | GPU/CPU are green (<9ms), but Network Latency spikes >25ms | Wi-Fi channel congestion, DFS radar scans, PC on Wi-Fi | Wire PC to router via Cat6 Ethernet; switch 5/6GHz band to non-DFS channels. |
| VRAM Ceiling Thrashing | Sudden 25β40ms frametime plateau correlated with >95% VRAM | High-resolution textures overflowing physical GPU VRAM | Lower in-game texture quality to Medium; lower render supersampling to 1.0x native. |
| Encoder Overload | Render frametimes are fast, but Encode/Decode >12ms | Hardware encoder (NVENC/AMF) bitrate set beyond silicon capacity | Lower bitrate by 50β100 Mbps; disable dynamic bitrate in Oculus Debug Tool. |
| CPU Game-Thread Spikes | CPU frametime > budget while GPU sits idle | Physics calculations, draw call volume, background RGB/polling apps | Lower draw distance and crowd density; close iCUE/MSI Afterburner/Armoury Crate. |
| GPU Fillrate Saturation | GPU frametime consistently exceeds budget across >10% frames | Excessive supersampling scale or heavy MSAA anti-aliasing | Apply recommended downscale render multiplier in our 1-Click PCVR Configurator. |
Sources
- Valve Developer Community: SteamVR Advanced Frame Timing Specifications
- Meta Horizon Developer Documentation: Oculus Debug Tool & Performance Logging
