Forum Discussion
Clodo
9 years agoProtege
Frustration about obtain a 75 fps with current titles
In VR, 75/90 fps is very-very-very important.
But i discover some frustration about reach it constantly in current titles out there:
- Many games don't have an FPS counter in their UI, or at least it's difficult to discover how (in some cases, need some console command), and probably don't work with the Rift.
- Many GPU tools (like MSI Afterburner) have FPS counter, but every tools don't work on the direct-mode Rift (and it's frustrating remove the Rift to look the FPS).
- Many games require restart if GPU options are changed (for example antialiasing settings).
- It's difficult to understand when the exception of the constant FPS is acceptable. For example, i have 75 fps constant in Project Cars, drop lower only if i have around twelve cars in the viewport.
So, the question :P
It's possibile to write a background process that obtain/detect from the Rift the current FPS, a system-wide process that work indipendently by the game it's running?
If the process can't draw on the Rift the counter, maybe sufficient to play a warning sound when the wanted FPS go down for X ms.
Thanks for reading.
But i discover some frustration about reach it constantly in current titles out there:
- Many games don't have an FPS counter in their UI, or at least it's difficult to discover how (in some cases, need some console command), and probably don't work with the Rift.
- Many GPU tools (like MSI Afterburner) have FPS counter, but every tools don't work on the direct-mode Rift (and it's frustrating remove the Rift to look the FPS).
- Many games require restart if GPU options are changed (for example antialiasing settings).
- It's difficult to understand when the exception of the constant FPS is acceptable. For example, i have 75 fps constant in Project Cars, drop lower only if i have around twelve cars in the viewport.
So, the question :P
It's possibile to write a background process that obtain/detect from the Rift the current FPS, a system-wide process that work indipendently by the game it's running?
If the process can't draw on the Rift the counter, maybe sufficient to play a warning sound when the wanted FPS go down for X ms.
Thanks for reading.
3 Replies
- joanProtegeWhen you install the SDK, you can go into the Tools folder and launch "OculusDebugTool.exe". In "Visible HUD" select "Performance". This will display the perf hud on top of the current VR application. You can then select the mode to switch between a few HUDs like latency, render and perf headroom.
The various metrics are detailed here. - ClodoProtegeThanks, it works!
I hope Oculus may improve it (or maybe release source code).
I try to write a system-wide hotkey for show/hide at runtime, but OculusDebugTool don't save it's preferences, and i don't find any command-line docs.
It's strange that Oculus delegate this to SDK, and don't simply add in the runtime configurator a simple "Show FPS hotkey". I think can be very-very useful for consumers, not only for developers.
Thanks again joan. - joanProtegeActually you can also toggle the performance HUD from the config utility in menu Tools > Advanced > Show Performance HUD.
You can also do it from the API, using something like this:
ovrPerfHudMode value = ovrPerfHud_PerfHeadroom;
ovr_SetInt(session, OVR_PERF_HUD_MODE, (int)value);
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