Forum Discussion
Vrally
11 years agoProtege
Possible to disable timewarp?
With the new compositor framework timewarp (both rotational and positional) is enabled by default. But I am tinkering a bit with augmented reality solutions using cameras and then timewarp only leads to a lot of juddering (because the video feeds are missing the depth component).
So my question is: Is there an easy way of disable timewarp?
So my question is: Is there an easy way of disable timewarp?
14 Replies
- cjwiddExplorer[deleted]
- galopinHeroic ExplorerOculus know what is better for you, oculus said atw is good, if you do not like it, read the sentence again…
They are way too much in a narrow vision or development so far. Instead of setting high standard TRC they try to enclose you in a vision so anything a little out of the believed good way (for good or bad reason) face many issue of their hacky black box… - cjwiddExplorer[deleted]
- lamour42Expert ProtegeI would think every developer is interested in disabling timewarp. However nice at runtime this may be for end-users, during development it just annoying.
Just one example of many: My FPS counter now is locked at 75. If I mess up and miss frames I want to know immediately, not having the facts disguised. Sure, I can change how I calculate FPS, but the fact that I have to do this is just wrong.
Please provide a way to disable timewarp! :# - owenwpExpert ProtegeRaw FPS counters are not going to work. You should be using timers and GPU queries to determine how many milliseconds your rendering is taking. That is the correct way to do it, and all the major engines work that way, VR or not.
Oculus provides a performance indicator you can turn on that immediately tells you when you drop a frame by flashing a code letter in the corner of the screen. The documentation on timewarp tells you which registry flag to set. For more detailed performance info, if you don't want to implement it yourself, they also provide a debug tool with the SDK that lets you turn on a detailed performance HUD, which also takes into account VR processing overhead that you won't be able to measure easily. - cjwiddExplorer[deleted]
- cjwiddExplorer[deleted]
- cyberealityGrand ChampionNobody removed your comment. It was flagged as potential spam and put in a moderation queue (I've since approved it, so it shows up above).
I don't believe disabling timewarp would help you (even if it were an option). Since everything is vsynced anyway, you won't see above 90 FPS. Best to use the performance HUD and other debugging tools to see the real frame times and not rely of FPS as indication of performance. Hope that makes sense. - cjwiddExplorer[deleted]
- jhericoAdventurer
cjwidd said:
pixelminer said:
With the new compositor framework timewarp (both rotational and positional) is enabled by default. But I am tinkering a bit with augmented reality solutions using cameras and then timewarp only leads to a lot of juddering (because the video feeds are missing the depth component).
So my question is: Is there an easy way of disable timewarp?
^this. I've made it through 16 pages of forum posts (so far) with a keyword search for 'timewarp'. I have not seen a SINGLE response that provides a solution to disable Timewarp. I would really appreciate a word from the Oculus staff about how to do this, at least a clue!
Timewarp works because when you submit a frame you're supposed to provide the pose with which the frame was rendered. However, if you really want to defeat timewarp you could try fetching the predicted pose at the time of image submission and adjusting the passed 'rendered pose' by the inverse of the difference between the two poses.
However, the proper solution to augmented reality issues is to capture the head pose at the time of the input device capture and then use that pose information to render the image inside a 3D scene. The camera image from within the scene will wobble around, but the content viewed by the camera should remain steady. I did a video about this over a year ago: https://www.youtube.com/watch?v=cPi3HgSciAw
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