Forum Discussion
loickolor
11 years agoHonored Guest
OpenGL and zero latency
Hi,
I'm using OpenGL API on both Windows and Mac. I would like to have zero latency on Oculus sensor. Here is my experience :
On Windows I try to use Direct Access mode, when I call ovrHmd_AttachToWindow() it returns true but it does nothing (my window still appears on computer screen and Oculus stays off). Is there any example of code with OpenGL API and C++ (ideally with Qt framework) ?
Otherwise, with Extend mode is there a way to have zero latency ?
On Mac only Extend mode is available.
On Mac 10.8 I put my window in fullscreen mode and I have zero latency. I think it's due to Mac 10.8 fullscreen window management which display only my window (other screens are turned off by Mac OS) and so it can take shorcuts in hard rendering pipeline.
On Mac 10.9 the behavior is different. In fact fullscreen mode still shows others screens and app windows. And so there is no more zero latency.
I noticed that on Oculus Configuration Utility, "Show Demo Scene" example has zero latency and it doesn't use fullscreen mode. So what is the trick in this example ? Can we have some example of C++ code which is doing it ?
Regards
I'm using OpenGL API on both Windows and Mac. I would like to have zero latency on Oculus sensor. Here is my experience :
On Windows I try to use Direct Access mode, when I call ovrHmd_AttachToWindow() it returns true but it does nothing (my window still appears on computer screen and Oculus stays off). Is there any example of code with OpenGL API and C++ (ideally with Qt framework) ?
Otherwise, with Extend mode is there a way to have zero latency ?
On Mac only Extend mode is available.
On Mac 10.8 I put my window in fullscreen mode and I have zero latency. I think it's due to Mac 10.8 fullscreen window management which display only my window (other screens are turned off by Mac OS) and so it can take shorcuts in hard rendering pipeline.
On Mac 10.9 the behavior is different. In fact fullscreen mode still shows others screens and app windows. And so there is no more zero latency.
I noticed that on Oculus Configuration Utility, "Show Demo Scene" example has zero latency and it doesn't use fullscreen mode. So what is the trick in this example ? Can we have some example of C++ code which is doing it ?
Regards
4 Replies
- rwblodgettProtegeI'm very interested I this answer too. I'm calling ovrHmd_AttachToWindow which returns true, but the window remains, and does not show up on the Oculus.
- MajortomVRHonored GuestDirect Mode with OpenGL doesn't work currently. If you really need direct mode now, and can't wait for official support, you can try jherico's solution: http://www.reddit.com/r/oculus/comments/2gqo1r/opengl_working_in_direct_hmd_mode_using_direct3d/
- jasjuangHonored GuestHi,
Can you let me know whether there is zero latency for the newest Mac 10.10? I am using windows 7 and there is latency so I am considering getting a mac, but all the macs have os 10.10 right now.
Thanks. - jhericoAdventurerI've started doing some work with OpenGL and Qt and the Rift. You can see my work in progress here: https://github.com/jherico/OculusRiftInAction/blob/master/examples/cpp/qt/Example_10_Shaderfun.cpp
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