Forum Discussion
phammer
10 years agoHonored Guest
SDK 0.6.0 stalls ovrHmd_SubmitFrame
Hello, I've encountered stalls in "ovrHmd_SubmitFrame" with SDK 0.6.0 (DX11). My performance capture is telling me, that "ovrHmd_SubmitFrame" blocks for 13 ms, but only every second frame. The fir...
volgaksoy
10 years agoMeta Employee
Hi phammer,
Would you mind checking to see if you're seeing this issue in your own application only vs. our SDK samples (specifically OculusRoomTiny DX11, GL and OculusWorldDemo)?
Also I'd like to suggest that you do a careful comparative analysis of your code vs. the SDK samples. If it's not happening in the SDK samples, then a wild guess would be that you might be handling the swap texture set index incrementation incorrectly. Failure could cause one of the swap texture sets to be locked up by the compositor, keeping the app from being able to render to it while it's in use by the compositor.
Hope that helps.
Edit: Just saw that you had already said RoomTiny works fine, so I suppose my statement about swap texture sets might be even more valid, but still a careful comparison would be important as it's hard for us to know exactly what you might be missing in your implementation.
Would you mind checking to see if you're seeing this issue in your own application only vs. our SDK samples (specifically OculusRoomTiny DX11, GL and OculusWorldDemo)?
Also I'd like to suggest that you do a careful comparative analysis of your code vs. the SDK samples. If it's not happening in the SDK samples, then a wild guess would be that you might be handling the swap texture set index incrementation incorrectly. Failure could cause one of the swap texture sets to be locked up by the compositor, keeping the app from being able to render to it while it's in use by the compositor.
Hope that helps.
Edit: Just saw that you had already said RoomTiny works fine, so I suppose my statement about swap texture sets might be even more valid, but still a careful comparison would be important as it's hard for us to know exactly what you might be missing in your implementation.
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