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Anonymous
11 years agoCouple of DK2 / Direct Mode questions.
Hi,
apologizes if those questions been asked/answered somewhere else I could not find.
So here the questions, we are talking about DK2 using Direct Mode with a custom made DX11 renderer.
1. Is any way to tell the lib "just output on the DK2 do not echo on the PC as well" to hopefully get even more performance ? ( i.e. switch off the 'replication' on the PC display )
2. the famous/infamous "vertical gap/tear/how you call it" .. any way to avoid it completely ? Or nothing can be done coder's side ?
3. Double buffering or triple buffering or no buffering at all ? I am using two at the moment.
Ok the questions are 3 not 2 :)
Thanks in advance.
apologizes if those questions been asked/answered somewhere else I could not find.
So here the questions, we are talking about DK2 using Direct Mode with a custom made DX11 renderer.
1. Is any way to tell the lib "just output on the DK2 do not echo on the PC as well" to hopefully get even more performance ? ( i.e. switch off the 'replication' on the PC display )
2. the famous/infamous "vertical gap/tear/how you call it" .. any way to avoid it completely ? Or nothing can be done coder's side ?
3. Double buffering or triple buffering or no buffering at all ? I am using two at the moment.
Ok the questions are 3 not 2 :)
Thanks in advance.
2 Replies
- FredzExplorer
"GilesGoat" wrote:
1. Is any way to tell the lib "just output on the DK2 do not echo on the PC as well" to hopefully get even more performance ? ( i.e. switch off the 'replication' on the PC display )
In Oculus Developer Guide :
"• Addition of ovrHmdCaps::ovrHmdCap_NoMirrorToWindow flag. Disables mirroring of HMD output to the window. This may improve rendering performance slightly (only if ’Extend-Desktop’ is off).""GilesGoat" wrote:
2. the famous/infamous "vertical gap/tear/how you call it" .. any way to avoid it completely ? Or nothing can be done coder's side ?
I guess it's only a matter of enabling sync at vblank."GilesGoat" wrote:
3. Double buffering or triple buffering or no buffering at all ? I am using two at the moment.
Double-buffering. Triple-buffering adds a frame of latency and single-buffering adds tearing, like double-buffering without sync at vblank.
In the future single-buffering without sync at vblank should be possible if Oculus engineers find a way to implement asynchronous time warp with front buffer rendering like on the Samsung Gear VR. You may also have a try at it if you're a bit adventurous, that should reduce latency greatly. - AnonymousHi thanks for the reply, the first one I found a reply yesterday my own when someone else in another place mentioned the World Demo and the "M" key so I went to look through all the code until I found what it does.
Strange thing is, you can use that function to SET the flag but it seems there's no equivalent function to RESET it, so you need to keep an "initial default mask" with "all set to default config" and re-use it when you want to reset the flag.
I will have to check about the tear, I *THINK* that sync at vblank SHOULD be enabled by default, if it isn't I'd be quite surprised .
Well we'll see what the future will allow, I think we are entering the realm of ( speaking about PCs ) "if ATI and NVIDIA will provide some special drivers for Oculus", otherwise I think "there's only so much one can do" .. or maybe I am wrong ..
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