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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 ...
owenwp
10 years agoExpert Protege
Raw 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.
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.
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