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mfalx's avatar
mfalx
Honored Guest
11 years ago

sdk 0.4 output builds getting double vision in direct mode

I am getting a sort of double vision in my output builds when I track my head around. It only exhibits this behavior when rotating, its fine when still. It doesn't do this on the regular exe or in the editor in extended mode.

Timewarp is disabled, vsync is on and Oculus test screen looks perfect.

Any ideas anyone?

-Alex

Difficult to capture, but this i how it looks.
IMAG0191.jpg

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  • mfalx's avatar
    mfalx
    Honored Guest
    Update.

    Still not got to the bottom of this. I have downloaded other Rift demos that have been compiled with the 0.4 SDK and they look excellent in the DK2.

    I have been through the manual forwards and backwards to make sure there's nothing I have missed. It has to be linked to a project setting I think. The in game menus are very simple scenes with like 75 drawcalls and the OVRcameracontroller dropped straight in.

    -Alex
  • mfalx's avatar
    mfalx
    Honored Guest
    Update2:

    The tuscany example works and builds perfectly when I create a new project.

    Eventually I discovered that enabling Directx11 support fixes the original problem (it breaks some shaders but thats no biggie) , but this, in turn, breaks all the OVR cameras in the editor (compiled builds work fine) and makes working on the game just a nightmare and not worth it.

    Looks like warscape wont see the DK2 :(

    thanks for the input.

    -Alex
  • mfalx's avatar
    mfalx
    Honored Guest
    Your welcome, thats what a great community like this is for. lol :D
  • "mfalx" wrote:
    I am getting a sort of double vision in my output builds when I track my head around. It only exhibits this behavior when rotating, its fine when still.

    This sounds like judder, where rendering is out of sync with the DK2's refresh rate, so it races ahead and behind, resulting in two different images. What framerate is the app reporting? You can find out from OVRMainMenu or the third-party tool Fraps. How many monitors do you have? If you have more than one, you will need to use extended mode until our next release comes out in the near future.
  • mfalx's avatar
    mfalx
    Honored Guest
    Thanks for getting back Dave.

    It only does it when you compile with dx11 disabled, if you enabled dx11 before compile its excellent.

    I have noticed it other peoples dk2 demos now too. both AMD and Nvidia cards.

    It reports 75 fps and a strangely high rez 2340x1400 or similar while in game.
  • This sounds driver-related. It would be good to get more details about your setup. Are you using Windows 8.1? How many monitors do you have?

    "mfalx" wrote:
    It reports 75 fps and a strangely high rez 2340x1400 or similar while in game.

    That is the resolution of the eye RenderTextures. We make it higher than 1920x1080 to keep a good resolution at the center of the visible area after lens correction. You can control the ratio of RenderTexture texels to on-screen pixels at the center of the screen by changing OVRCameraController.CameraTextureScale.
  • mfalx's avatar
    mfalx
    Honored Guest
    Im using a single monitor setup currently. Its an I7-860/8GB/770GTX with the latest nvidia drivers with Windows 7 pro.

    Ive taken to just enabling DirectX11 and compiling builds when testing for the moment and they look amazing (well, except for my poor 3d models and textures). Unfortunately though, with this enabled, all my cameras in the editor are borked, just black.

    They are fine if I uncheck DirectX11 and use the rift in extended mode, but builds are knacked. I would be happy to PM you a link to non DX11 build if you like, even if its just for my sanity, hehe.

    You can try the latest DX11 one here https://developer.oculusvr.com/forums/viewtopic.php?f=42&t=11697&p=156745#p156745

    Edit: Actually if I use the -force -d3d9 on the above build it exhibits the behavior, only in the rift , not on the mirrored version.