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MichaelNikelsky's avatar
MichaelNikelsky
Honored Guest
10 years ago

Poor performance with new SDK

Hi,

we have used application side rendering with the oculus in an OpenGL workstation application but have now been forced to switch to the new rendering. Granted, the API is much cleaner and nicer to use now, so in general I would be happy. However with the old SDK (0.44) we had about 80%GPU usage when running the oculus (we do have 99% GPU usage when running normal stereo at the same resolution though) and got at least about 50fps on quite complex scenes.

Now with the 0.6 SDK performance drops down to 37fps or sometimes even worse to 25fps and just gives us about 50% GPU usage, the rest of the time is spend in the Oculus Lib or driver while our application is stalled. The stall is happening inside the ovrHmd_SubmitFrame. I just did some timings and for a 5 million Triangle scene with very heavy shaders it took about 0.02 seconds between the ovrHmd_SubmitFrame calls and another 0.02 seconds inside the ovrHmd_SubmitFrame function call.

Rendertextures are already doing ping-pong (depth buffer is not, but it is not passed to the submitFrame anyways, so it shouldn´t matter).

Is there anything I need to take care of to make it work fast again?

Thanks

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