Forum Discussion
galopin
10 years agoHeroic Explorer
Mirroring on the desktop introduce frame drops
Hi, I notice that keeping alive a windowed swap chain introduce a lot of hitches even when the application run fast enough. By skipping the Present call the app run at a smooth 75Hz ( and could ha...
thewhiteambit
10 years agoAdventurer
@galopin
calling A and B in a loop is basically the same, so this seems to be a timing problem...
What has this monday morning to do with me not calling any direct present operation (my environment has a locked representation of a present node for the current renderer (D3D or OpenGL)). But it can also have stuttering sometimes with the mirror texture in use.
PS: the ovr_SubmitFrame is nailed to 75Hz V-Sync now. At least I would love to be capable to overdrive the input. Once had an own renderer, running at 500Hz - this was better than TimeWarp. Even if a non-v-sync tearing would appear, this was caused and therefore virtually corrected by the head movement. Think about it ;)
calling A and B in a loop is basically the same, so this seems to be a timing problem...
What has this monday morning to do with me not calling any direct present operation (my environment has a locked representation of a present node for the current renderer (D3D or OpenGL)). But it can also have stuttering sometimes with the mirror texture in use.
PS: the ovr_SubmitFrame is nailed to 75Hz V-Sync now. At least I would love to be capable to overdrive the input. Once had an own renderer, running at 500Hz - this was better than TimeWarp. Even if a non-v-sync tearing would appear, this was caused and therefore virtually corrected by the head movement. Think about it ;)
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