Forum Discussion
MrKaktus
11 years agoExplorer
Direct Rendering vs Extended Desktop
Hi Oculus Team,
I have few questions regarding this two modes.
My configuration:
- Custom C++ engine
- Extended Desktop mode
- OpenGL rendering
- Windows, SDK 0.4.4
- I'm using 4K UP3214Q Dell monitor (through DP1.2a) and
- Oculus DK2 (through HDMI) with external power.
I'm observing such corruptions:
- Oculus DK2 in 60Hz - while moving head, it blurs making image unclear (quickly getting headache)
- Oculus DK2 in 72Hz - image is significantly brighter than in other frequencies (is it that chroma error mentioned by someone?) also bluring like in 60Hz
- Oculus DK2 in 75Hz - while moving head, image is sharp (no blur) but it judders (is this a good word for it?). The fastest the angular speed of my head rotation is, the worst the effect. It looks like the image is doubled, so if I see for e.g. vertical line and I'm starting to rotate my head right, line when moving towards left edge of display is "doubled". The fastest is movement, the greater the "gap" between doubled lines is. It is hard to describe it, but it is impossible to reproduce using render target recording.
EDIT:
This is exactly what I see when turning my head (but doubled not trippled):

Somebody posted this pic in another thread but it ideally represents situation.
EDIT 2:
Disabling Aero solves this issue.
( I can also test it on DK1 if required )
Q1: Did anybody else had similar issues with rendering in Extended Desktop mode using custom (non-SDK) rendering ?
Q2: Is Direct rendering free of such artifacts?
Q3: Is it planned for CV1 to support only direct rendering?
Q4: Are there technical obstacles that are causing lack of Direct rendering support on MacOS ? (for e.g. need to wait for changes in OS X from Apple similar to changes made in Android for Oculus? )
Thanks!
I have few questions regarding this two modes.
My configuration:
- Custom C++ engine
- Extended Desktop mode
- OpenGL rendering
- Windows, SDK 0.4.4
- I'm using 4K UP3214Q Dell monitor (through DP1.2a) and
- Oculus DK2 (through HDMI) with external power.
I'm observing such corruptions:
- Oculus DK2 in 60Hz - while moving head, it blurs making image unclear (quickly getting headache)
- Oculus DK2 in 72Hz - image is significantly brighter than in other frequencies (is it that chroma error mentioned by someone?) also bluring like in 60Hz
- Oculus DK2 in 75Hz - while moving head, image is sharp (no blur) but it judders (is this a good word for it?). The fastest the angular speed of my head rotation is, the worst the effect. It looks like the image is doubled, so if I see for e.g. vertical line and I'm starting to rotate my head right, line when moving towards left edge of display is "doubled". The fastest is movement, the greater the "gap" between doubled lines is. It is hard to describe it, but it is impossible to reproduce using render target recording.
EDIT:
This is exactly what I see when turning my head (but doubled not trippled):

Somebody posted this pic in another thread but it ideally represents situation.
EDIT 2:
Disabling Aero solves this issue.
( I can also test it on DK1 if required )
Q1: Did anybody else had similar issues with rendering in Extended Desktop mode using custom (non-SDK) rendering ?
Q2: Is Direct rendering free of such artifacts?
Q3: Is it planned for CV1 to support only direct rendering?
Q4: Are there technical obstacles that are causing lack of Direct rendering support on MacOS ? (for e.g. need to wait for changes in OS X from Apple similar to changes made in Android for Oculus? )
Thanks!
4 Replies
- cyberealityGrand Champion
- MrKaktusExplorerOk, so now let's move to the Direct Rendering:
I've switched Oculus Runtime to:
- use Direct Rendering mode
- disabled DK1 legacy support
- enabled Rift Saver.
In SDK 0.4.4 I'm going to samples and opening OculusWorldDemo (Tuscany) Project.
I'm changing renderer to OpenGL.
At this moment I'm sure rendering will be in "OpenGL Direct mode" ( no matter if done SDK or custom way).
I'm launching OculusWorldDemo demo.
For a second I can see that window is created and that image is rendered.
Then, my main display goes black, signal no longer goes to it and it enters power saving mode.
Demo still works and is displayed properly in DK2 but when closing the application, my monitor is not getting signal back.
The same situation occurs with RoomTinyDemo.
( The only solution is to do hard reboot of PC ).
Q5: Is this situation "normal"?
Q6: Is this a known issue?
Q7: Can anyone confirm that he has properly working samples in "OpenGL direct rendering mode" ?
Please respect each other and the time we spend on debugging. I just need Y/N respond to Q5 and Q6 from Oculus Team to know what I am standing at and not waste any more time on pointless debugging.
Thanks in advance for all help! - cyberealityGrand ChampionNo, that is not normal.
Can you list your system spec, OS version, and GPU driver version? - MrKaktusExplorerPlease see attached files (just rename win7_info to .nfo ).
Thanks for watching into this!
PS: I'm forced by other HW prototype to install Windows 8.1 as well, so I will be able to test everything on both OS'es.
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