Forum Discussion
tlopes
12 years agoHonored Guest
Dev Feedback on OVR SDK 0.3.1 Preview
Hey guys, it looks like you're cramming a whole lot of features in to this release! Here's my first impressions with the new Distortion Renderer code in the new SDK: (Disclaimer: I mostly looked at...
tomf
12 years agoExplorer
Since you guys are rendering a 2D grid for the Distortion Mesh, I'm almost entirely certain that you could be using a TRIANGLESTRIP (8194 indices required, not counting strip/row restarts) rather than a TRIANGLELIST (24576 indices required). This saves a massive amount of index buffer space and is likely faster to render the distortion mesh.
We render the triangles in a Morton (zig-zag) ordering to keep the texture caches warm. This is extremely important - using a naive "scanline" ordering (which would be strip-friendly) adds 25% to the time taken to render the distortion. The Morton order also helps the vertex cache reuse as noted, though it's probably not a big factor in the performance.
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