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Simbaro's avatar
Simbaro
Honored Guest
10 years ago

Headset video lags and blur

Hi, recently I finished a custom demo and tested it on the Rift. Using the DirectToRift exe and am using the Direct mode instead of the Extended.

I am getting pretty serious lag and blur of the video in the headset screen, when I move my head faster than a certain amount, objects leave afterimages. The video on my monitor however is smooth.

I am new to using the oculus in general, so would be grateful for basic answers to this. Is this a problem with the framerate on the monitor and the oculus being different? Is there a way to fix it in this case?

Is it an option that I did not turn on or should turn off in Unity before I build the scene? I read somewhere that DX11 may have a hand in this problem?

Is it a hardware issue? I am using the nvida quadro 5000

If there are other basic troubleshooting tips I should know, I would be glad to be pointed in their direction as well.

Thank you all

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  • There are a few features of the Oculus Rift DK2 which helps to minimize latency.

    Time Warp: warping rendered frames with more recent tracking data.
    Make sure this is enabled in the OVRCameraRig gameObject, on the OVRManager Script.

    Low Persistence: A feature of the AMOLED panel in the DK2 which reduces motion blur. Make sure you can maintain 75fps for this to be in effect.

    Black Smear Correction: basically pixels take time to change colour, and fast changing pixels causes ghosting or black smear. This correction attempts to minimize the ghosting, but it is not perfect and some blak smearing is always there.

    Direct to rift is the recommended mode

    The Quadro 5000 is based on fermi so it should support DirectX11, but it would be good to check since the Oculus Unity Integration (since 0.5.0) no longer supports DirectX10, only DirectX9 and DirectX11
  • Simbaro's avatar
    Simbaro
    Honored Guest
    "PhyterJet" wrote:
    There are a few features of the Oculus Rift DK2 which helps to minimize latency.

    Time Warp: warping rendered frames with more recent tracking data.
    Make sure this is enabled in the OVRCameraRig gameObject, on the OVRManager Script.

    Low Persistence: A feature of the AMOLED panel in the DK2 which reduces motion blur. Make sure you can maintain 75fps for this to be in effect.

    Black Smear Correction: basically pixels take time to change colour, and fast changing pixels causes ghosting or black smear. This correction attempts to minimize the ghosting, but it is not perfect and some blak smearing is always there.

    Direct to rift is the recommended mode

    The Quadro 5000 is based on fermi so it should support DirectX11, but it would be good to check since the Oculus Unity Integration (since 0.5.0) no longer supports DirectX10, only DirectX9 and DirectX11


    Thanks for the information Phyter,

    I do have timewarp already enabled before I built the scene.

    The Black Smear correction package is not suitable for my scene since the lighting and contrast have already been finalized. Since the Package changes those settings, I may not use it, unless the Smooth Time option is something that can help with my issue

    Is there any effective way for me to check the fps on the headset itself? How would I access the AMOLED panel? It is the first time I have heard of it
  • Simbaro's avatar
    Simbaro
    Honored Guest
    So I have found out about Virtual Desktop and have used it to try the scene. I have also simply used the Extend Mode, with the Rift playing as 1920x1080 at 75HZ

    While both have improved the latency and blurring, a new issue cropped up wtih the colors in the scene. It looks very polarized, with high contrasts and blacks, and non of the subtle colors that were present before when i simply used the Direct to Rift mode.

    Has anyone encountered this before?