Forum Discussion

🚨 This forum is archived and read-only. To submit a forum post, please visit our new Developer Forum. 🚨
danknugz's avatar
danknugz
Superstar
11 years ago

VR performance disparity between devs

Some games/demos seem to implement head/positional tracking better than others; that is to say, some suffer from great amounts of judder while others don't, with respect to how the non-VR version of the game performs. A good example is Live for Speed vs. Euro Truck Simulator 2. Both run fine in non-VR mode on my laptop, and Live for Speed runs great with no judder or lag in the headtracking or positional tracking. However ETS2 runs horribly in VR-mode, the framerate drops by at least 50% and considerable judder.

I haven't started developing yet so I can't speak much to this technically, but when I do start, this is going to be priority for me. We have also seen that the Cyberspace demo pretty much works for everyone with flawless tracking, and that was made with Unity. So what is it exactly that is causing this disparity? Are demos/games made with Unity easier to implement head tracking, or do they just run better in VR? Is it an AMD/Nvidia thing with issues with the runtime? Or is it solely up to the dev in how they implement timewarp/lookahead algorithms.

13 Replies