Forum Discussion

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

Unity preview and direct-to-Rift rendering or 75hz

The press release today has this odd bullet under the Unity integration:
On Windows, direct-to-Rift rendering with or without display driver
https://www.oculus.com/blog/oculus-story-studio-oculus-unity-free-and-gdc-2015/
What does it mean?

I haven't found anything newer than my Unity 4.6.1f1 and Oculus SDK 4.4. But, I want to make sure I don't miss a chance for a better Unity workflow, especially preview (the Play button.)

Today, I use extended mode. A Unity editor script moves the Game window to the DK2 "monitor". I can preview and tweak as a 60hz juddery mess. I use Build and Run to get comfortable 75hz viewing, still in extended mode. I'd much rather work entirely in direct mode.

I'd even be willing to buy a high frequency monitor, if people are having success with 75hz, low persistence, previews.

3 Replies

Replies have been turned off for this discussion
  • The Direct-To-Rift mode already works, either in Direct or Extended Mode.
  • zwendt's avatar
    zwendt
    Honored Guest
    Thanks Cyber.

    I'm specifically talking about hitting the Play button, and tweaking variables inside the Unity editor as it runs. AFAIK, that works in extended only, with 60hz and judder.

    Unless I misunderstood, you're talking about something different - the exe that gets built? Please elaborate!
  • I was talking about the exe that is built when exporting (i.e. YourGame_DirectToRift.exe).

    If you want to preview on the Rift then I think Extended is still your best bet.