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KrisITB's avatar
KrisITB
Explorer
11 years ago

Using virtual "blink" to cover lags

Hi,

I'm one of the lucky ones that can handle sub 30 fps quite well, but when fps suddenly drops below 12 I'm sick for next hour (before I learned how to turn off billboards on tree render I had that quite often when render mode on trees was changing from billboards to 3d render, same goes for LOD2 to LOD1). I don't think there is a way to avoid that drop and it will happen in most of games from time to time, so maybe a safety mechanism could be implemented that would protect the user from seeing that lag. I believe the solution could be to use a virtual blink like the one that Tom Forsyth described in his talk "Developing VR Experiences with the Oculus Rift", so whenever FPS drops below the level that is "safe" to view, and by safe I mean no need for a bucket yet, we close user "eyes" and open again when FPS gets back to safe level.

I don't have the time now to develop this as I'm stuck with writing documentation, beside it sounds like something you guys would've probably tried already, so if you did, please let me know so I don't waste my time trying to implement it in the future.

Thanks

1 Reply

  • This is a great idea. I'm currently searching for help with implementing the actual eylids blink effect. Once you figure that out, implementing a self correcting blinks to compensate for FPS drops would be as simple as tracking FPS through the whole game and triggering the effect at a certain FPS threshold.