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jimwe
10 years agoHonored Guest
ovr_SubmitFrame execution time
Hi, I am trying to improve the performance of an application that is soon to be released. My problem is that every 5-20th frame ovr_SubmitFrame takes a "long time" to execute. double st...
jimwe
10 years agoHonored Guest
Thanks for all the input! I will look closer at the "Performance Head-Up Display" (https://developer.oculus.com/documentat ... ts/dg-hud/). This section also added some information related to my previous question concerning V-sync and the Rift:
"Because the compositor is locked to vsync, it will never exceed the native HMD refresh rate. But, if the compositor fails to finish a frame on time, it can drop below the HMD refresh rate."
If anyone is looking for how to use the "Performance Head-Up Display" here is some sample code:
where ovrPerfHudMode_ can be:
I will update this thread if I come across anything I think might be of interest to someone else.
Thanks,
/J
"Because the compositor is locked to vsync, it will never exceed the native HMD refresh rate. But, if the compositor fails to finish a frame on time, it can drop below the HMD refresh rate."
If anyone is looking for how to use the "Performance Head-Up Display" here is some sample code:
ovrPerfHudMode PerfHudMode = ovrPerfHud_LatencyTiming;
ovr_SetInt(Hmd, OVR_PERF_HUD_MODE, (int)PerfHudMode);
where ovrPerfHudMode_ can be:
typedef enum ovrPerfHudMode_
{
ovrPerfHud_Off = 0,
ovrPerfHud_LatencyTiming = 1,
ovrPerfHud_RenderTiming = 2,
ovrPerfHud_PerfHeadroom = 3,
ovrPerfHud_VersionInfo = 4,
ovrPerfHud_Count,
ovrPerfHud_EnumSize = 0x7fffffff
} ovrPerfHudMode;
I will update this thread if I come across anything I think might be of interest to someone else.
Thanks,
/J
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