Forum Discussion
drash
11 years agoHeroic Explorer
4.5.2f1 -> 4.5.3f3 = almost double FPS
My DK2 demo was running at 120 FPS on GTX 660, built with DX11 in Unity 4.5.2f1, launched using DirectHMDAccess mode and DirectToRift.exe.
I downloaded and installed Unity 4.5.3f3. No other change. Made a new build. 230 FPS! I've never been so shocked. :o :o
That is all.
I downloaded and installed Unity 4.5.3f3. No other change. Made a new build. 230 FPS! I've never been so shocked. :o :o
That is all.
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- InfiniteHonored GuestHey Drash, do you build with "Use Direct3D 11*" ticked or unticked?
"Use Direct3D 11*" If ticked I get a super slick butter smooth experience
DX9 if "Use Direct3D 11*" unticked I get horrible, horrible judder.
I can't tick "Use Direct3D 11*" because it breaks most of my custom shaders
"Extend Desktop to the HMD" is voodoo magic. Sometimes I get judder free smooth, other times horrible. "Direct HMD Access from Apps" with "Use Direct3D 11*" is like lightning, super fast!!
The DK2 is a real step backwards for me in terms of development. Developing for the DK1 was a dream in comparison, bare in mind I'm not an advanced developer. More an artist. - drashHeroic ExplorerYep, I build using DX11 because apparently that is needed for the Direct HMD Access stuff. That's a really good point if you've got stuff that doesn't run on DX11. Bummer! I'm also wondering what happens on Mac because I thought DX11 is not supported on Macs (yet?), still need to look at that.
I also cannot get a clear picture of what's happening in the DK2 in the Unity Editor yet, although I guess I could figure something out with all the helpful checklists people have been posting on their crazy workflows. :) I have just been developing in "monitor mode" while in the Unity editor, and then testing VR stuff from an actual executable. - InfiniteHonored Guest
"drash" wrote:
Yep, I build using DX11 because apparently that is needed for the Direct HMD Access stuff. That's a really good point if you've got stuff that doesn't run on DX11. Bummer! I'm also wondering what happens on Mac because I thought DX11 is not supported on Macs (yet?), still need to look at that.
I also cannot get a clear picture of what's happening in the DK2 in the Unity Editor yet, although I guess I could figure something out with all the helpful checklists people have been posting on their crazy workflows. :) I have just been developing in "monitor mode" while in the Unity editor, and then testing VR stuff from an actual executable.
Understood. The difference between DX9 and DX11 judder is so frustrating with Direct HMD. I just can't get achieve a comfortable experience with Extend Desktop mode and DX9, very inconsistent with tearing, judder and frame rate. Dx11 and Direct is so smooth. I will just have to try and get the shaders upgraded.
Really looking forward to Titans Of Space 2. - AnonymousI just updated. FPS and judder are still the same.
I cant believe how much performance is wasted on the current SDK. I can run my scene with 120FPS in 2560*1440 when I use a normal camera, but with the OVR camera i only get 50. - drashHeroic Explorer
"skyworxx" wrote:
I cant believe how much performance is wasted on the current SDK. I can run my scene with 120FPS in 2560*1440 when I use a normal camera, but with the OVR camera i only get 50.
Just throwing ideas into the wind here, but I suppose one thing to keep in mind is that the FOV of the Rift cameras is so much higher than you would normally have for a monitor game. 106 degrees for each eye (for me in 0.4.1) vs perhaps 60 degrees for the single monitor view? This means vastly greater potential for including a lot of renderable objects, especially in outer space games with a lot of asteroids/debris/projectiles or whatever you've got out there. I'd be curious to compare draw calls, total tris/verts, etc between those two scenarios. - AnonymousFOV is 85 for the Non-OVRcam and we are rendering pretty much the same number of objects (it is still inside the hangar).
With SDK 2.5 we had over 100FPS. Performance hit with he OVRCam wasn't nearly as bad as now. - arjanMHonored GuestHow are you able to see the fps of a DK2 build in unity? The ongui function doesn't work for me with the OVR camera controller.
thanks,
Arjan - FallenPlanetExplorer
"arjanM" wrote:
How are you able to see the fps of a DK2 build in unity? The ongui function doesn't work for me with the OVR camera controller.
thanks,
Arjan
Just add the OVRmenu script to your camera controller, and then you can hit space to see your FPS as normal. - mgc90403Honored GuestI've been away from this topic for a few weeks ...in the hospital :( Finally able to catch up on this stuff. Glad to see I'm not the only one with a huge (50%) frame rate hit on the current sdk.
Have folks made progress on this in the last couple weeks? I'll keep trolling the forums for more details. This just seemed like a good place to chime in. Thanks for any further pointers.
MC
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