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MattPeddlesden's avatar
MattPeddlesden
Honored Guest
11 years ago

Low Framerate

Hi,

I've just completed integrating DK2 to our game and have an odd problem - i'm hoping it's one that those more familiar with the tech will simply say "oh that's this" and all will be happy :)

Essentially - if I run the game with a "blank world" to get the highest possible frame rate, in normal flat single view mode I get about 150fps. If I enable split screen and distortions (but still on my monitor) then I get probably 120fps at least, still excellent. As soon as I switch it to output to the DK2 the framerate tanks and juddering and the like are all over the shop.

It's still generally usable for someone who is "hardened" to the VR experience like myself, but having proven that with the split screen and distortion effects on I can still beat 100fps I would dearly like to get it to the 75fps mark when actually viewing through the rift.

Any advice much appreciated!
Matt.

4 Replies

  • It occurs to me there is much more information i can supply!

    1. It's a bespoke game engine, quite old - so not unity or unreal.
    2. The game engine is DX9 only.
    3. I'm only running extended mode at the moment.
    4. Vsync is disabled in the game.

    Thanks
    Matt.
  • If you haven't yet you need to remove the draw/swap buffer call in your engine, calling endframe does that for you.
  • how is it with vsync on?
    I had studder in my custom dx9 engine and turned out to be a timer that seemed not to like playing with the rift, it was an easy solve because it was attached to a dynamic cubic environment map, so I just let it update with the scene normally at the refresh rate and judder was gone (i had tracking judder but framerate was still at vsync max). I also came into another issue the other day, when I modded the engine to draw the scene to camera textures larger than the native resolution (kind of like DSR and it really does wonders for aliasing) using the method of creating a final texture for the rift presenting the same as the tiny room example I would get a drop in framerate in fullscreen mode but not in windowed mode. however creating the final texture hard coding to the native display size seemed to make it run at max vsync rate without the drop in frame rate at fullscreen mode. going to see if i can figure out why today but might be an sdk issue this time. anyway hope some of that might be useful just some issues I ran into.
  • Many thanks for the feedback - I'll continue to tinker using the suggestions given and see if I can improve things.

    Matt.