Forum Discussion
tmcsweeney
11 years agoHonored Guest
0.4.3 + DX9 +DirectToRift = 3000ms frames?
I'm going through the process of upgrading our project to 0.4.3, and I encountered an issue where after building the game and running it via DirectToRift I was getting an appalling frame rate (approxi...
drash
11 years agoHeroic Explorer
I think I read that extremely slow FPS is due to having Aero off (if you're running Windows 7). Should be a known issue @ Oculus.
As far as I know, "Direct HMD Access from Apps" which requires DX11. In case it wasn't clear, just running the "DirectToRift.exe" doesn't mean you're using Direct mode -- that DirectToRift.exe should be run in both Direct and Extended modes, I believe.
You can always make a copy of your project and switch over to DX11 as a test. I'm not aware of a performance hit -- that's alarming. I haven't seen that on its own, but it could be that by using 0.4.3 + Direct mode you're running into one of the performance problems that have already been reported elsewhere that Oculus is probably working on for the next release. Other than that, the main thing that's going to break going to DX11 are shaders that are taking shortcuts that will then have to be fixed before they will compile. "float4(0.0)" will need to be changed to "float4(0.0, 0.0, 0.0, 0.0)", and you'll need to use explicit swizzles instead of relying on casting types, etc. Minor things like that.
"tmcsweeney" wrote:
I'm kind of cautious about just switching over to D3D11, It is a big project and I'm not sure what other knock-ons there might be (at the very least least time I tried D3D11 in 0.4.2 there was a noticeable performance hit). So I'm curious, should I be able to run in D3D9? or is what I'm seeing known/expected behaviour?
As far as I know, "Direct HMD Access from Apps" which requires DX11. In case it wasn't clear, just running the "DirectToRift.exe" doesn't mean you're using Direct mode -- that DirectToRift.exe should be run in both Direct and Extended modes, I believe.
You can always make a copy of your project and switch over to DX11 as a test. I'm not aware of a performance hit -- that's alarming. I haven't seen that on its own, but it could be that by using 0.4.3 + Direct mode you're running into one of the performance problems that have already been reported elsewhere that Oculus is probably working on for the next release. Other than that, the main thing that's going to break going to DX11 are shaders that are taking shortcuts that will then have to be fixed before they will compile. "float4(0.0)" will need to be changed to "float4(0.0, 0.0, 0.0, 0.0)", and you'll need to use explicit swizzles instead of relying on casting types, etc. Minor things like that.
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