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New Participant
June 8, 2015

Can't seem to disable vsync with 0.60 SDK with D3D11

On 0.50 SDK I could disable vsync by using ovrHmdCap_NoVSync, this doesn't seem to have any effect on the 0.60 SDK. It's convenient to disable vsync when testing performance.

Is disabling vsync broken on 0.60 SDK or am I missing something?

Thank you,
David Edwards

    14 replies

    Inspiring
    July 1, 2015
    Yes, I understand. That is what the Oculus performance HUD is for. You can try it out now with 0.6.0.1 but it's not as useful as it will eventually be. Hope that makes sense.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    Up and Coming
    July 3, 2015
    To me, forced vsync is not acceptable. I understand the comfort issue, but for me it actually makes me more sick to have vsync because of the added latency. Don't take options entirely away because some users would have issues if used incorrectly. It is an irresponsibly overhanded response to a minimal problem. It affects me both as a developer and user.
    Up and Coming
    July 3, 2015
    For worse :lol:

    Until Oculus performance HUD is useful "enough", VSync shouldn't be forced.
    Inspiring
    October 29, 2015
    Wtf