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craigmcn
10 years agoHonored Guest
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...
craigmcn
10 years agoHonored Guest
Good idea. Unfortunately latency doesn't seem to be the issue. The latency checker shows a maximum of 166us over about 10 seconds, generally hovering about 70-100us.
It's fairly new bit of hardware, GTX980, i7 2700K @ 3.5GHz, nothing unusual about it. We do lots of other graphic app development and haven't seen any issues with this machine before. We're setting up a second Oculus machine at the moment, so I'll test on that as soon as I can get to it.
I've got wglSwapInterval() set to zero so the SwapBuffers on my mirror window shouldn't be blocking. (Removing the SubmitFrame() call gives me the expected 300-ish fps that my 3ms timings suggest I should be getting)
Grabbing the GPUView tool even as we speak. I'll let you know what I find. I have tried killing everything else on the machine, making sure it's the only thing running and still no joy.
Just tested the SDK sample apps and noticed something very interesting. Adding the render time HUD into the RoomTiny samples, the OpenGL version is showing dropped frames and glitches in the frame rate (not as bad as my code, but the render is much simpler), while the DirectX11 version is absolutely locked at 75 and doesn't skip a single frame (over a few minutes at least, OpenGL had dropped about 25 frames in that time)
Thanks!
It's fairly new bit of hardware, GTX980, i7 2700K @ 3.5GHz, nothing unusual about it. We do lots of other graphic app development and haven't seen any issues with this machine before. We're setting up a second Oculus machine at the moment, so I'll test on that as soon as I can get to it.
I've got wglSwapInterval() set to zero so the SwapBuffers on my mirror window shouldn't be blocking. (Removing the SubmitFrame() call gives me the expected 300-ish fps that my 3ms timings suggest I should be getting)
Grabbing the GPUView tool even as we speak. I'll let you know what I find. I have tried killing everything else on the machine, making sure it's the only thing running and still no joy.
Just tested the SDK sample apps and noticed something very interesting. Adding the render time HUD into the RoomTiny samples, the OpenGL version is showing dropped frames and glitches in the frame rate (not as bad as my code, but the render is much simpler), while the DirectX11 version is absolutely locked at 75 and doesn't skip a single frame (over a few minutes at least, OpenGL had dropped about 25 frames in that time)
Thanks!
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