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craigmcn's avatar
craigmcn
Honored Guest
10 years ago

OpenGL dropping frames with 0.6.0.1

Hi,

I'm getting lots of dropped frames in our application, and I'm at a loss to explain them. They happen even in empty blank scenes that render at about 770fps (1.3ms per frame, varying only by a percent or two) to a single 1920x1080 full screen app. I render the same empty scene to the Oculus and I'm getting 2 or 3 dropped frames per second, and some very odd values reported in the performance hud. The frame rate graph is pretty noisy, with some obviously wrong spikes to 100's of fps and the dropped frames clearly visibly.



Profiling shows all the work being done in ovrSubmitFrame() (80% of CPU time), and our app basically idle. When we add our full scene I'm getting frame times of 2ms to 4ms in a full screen mode, but still getting exactly the same performance in the Oculus (and a very similar profile), hovering around 75fps, with occasional glitches that result in dropped frames (and a very unpleasant judder for the user).

The render pipeline has a few stages (multiple shadow renders, reflection renders, HDR tone map pass) but the 980GTX chews threw all this without breaking sweat in full screen.

I can't see anything in my render loop that would cause the problem, it's based very closely on the OculusRoomTiny GL sample, but the performance hud show something weird is going on.

Any ideas on what's causing this are welcome.

(edit : I was getting very similar behaviour in 0.6.0.0)

Cheers,

Craig.

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