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
Guess it is a problem of virtually concurrent access. For me this problem is not very important right now, since it has been rarely observed only (just wanted to share there is another person aware of the problem. this can help often), and I guess it will resolve with improved Runtime/SDK.
To resolve it I would try to have two separate devices with a DXGI shared surface. Then I would just instantly copy the mirror texture after ovr_SubmitFrame, free the mutex and handle everything else to render the mirror texture to screen on the other device/thread. This worked out very well with many threads on another project, you need some memory, but have only very short access to the original mirror texture resource
To resolve it I would try to have two separate devices with a DXGI shared surface. Then I would just instantly copy the mirror texture after ovr_SubmitFrame, free the mutex and handle everything else to render the mirror texture to screen on the other device/thread. This worked out very well with many threads on another project, you need some memory, but have only very short access to the original mirror texture resource
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
Related Content
- 3 years ago
- 10 months ago
- 2 years ago
- 1 year ago