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nydigitalfs
11 years agoHonored Guest
Download link for testing software?
Just got the latency tester hardware, but can't find any software to use for testing--didn't there used to be a Unity package available for download?
3 Replies
- jhericoAdventurerI haven't seen any public utilities for using the latency tester, and such a piece of hardware would probably defeat the purpose of the tester, which is to let you test your own program's latency between reading the head tracking input and the time when the photons from the resulting frame start appearing on the display. A generic latency tester would only tell the built in minimum latency of the hardware, which isn't as useful.
I have a partial example of integrating the latency tester into an application here but it's missing the critical piece, which is querying the tester for the current color to draw and then rendering a square on the screen in that color in the renderScene method.
The tester will be covered in the book, so at some point there will be a full example demonstrating it's use, but that's probably going to be part of chapter 8 or later (there's an argument for making it part of chapter 3, since it's connected closely to the head tracking usage, but since at that point the book hasn't covered rendering and distortion in detail, it doesn't make sense to go into it at that point). - owenwpExpert ProtegeYou could try the SDK samples.
Also any Unity game with Oculus integration should work with it. - jhericoAdventurerI've updated my public repository with an example designed to demonstrate the use of the latency tester.
It's actually pretty dead-simple. After you've found the OVR::LatencyTestDevice (line 16) you connect it to an instance of OVR::Util::LatencyTest. You call OVR::Util::LatencyTest.ProcessInputs() as close as possible to the point at which you are querying the head tracker (line 59... the head tracker query in this case is in the parent class update() method) and then you check to see if the LatencyTest wants you to render a color (line85). If so, you render a small square of that color in the center of the view (under the lens axis, not the center of the viewport... lines 86-95).
In this case I'm using a 'cubeRecurse' function that will render 2^N cubes without using geometry instancing. You can simulate a heavyweight scene to render by increasing the value passed into cubeRecurse and see the impact on the latency tester results, which will be displayed on the device and in the output console.
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