Direct Rendering vs Extended Desktop
Hi Oculus Team,
I have few questions regarding this two modes.
My configuration:
- Custom C++ engine
- Extended Desktop mode
- OpenGL rendering
- Windows, SDK 0.4.4
- I'm using 4K UP3214Q Dell monitor (through DP1.2a) and
- Oculus DK2 (through HDMI) with external power.
I'm observing such corruptions:
- Oculus DK2 in 60Hz - while moving head, it blurs making image unclear (quickly getting headache)
- Oculus DK2 in 72Hz - image is significantly brighter than in other frequencies (is it that chroma error mentioned by someone?) also bluring like in 60Hz
- Oculus DK2 in 75Hz - while moving head, image is sharp (no blur) but it judders (is this a good word for it?). The fastest the angular speed of my head rotation is, the worst the effect. It looks like the image is doubled, so if I see for e.g. vertical line and I'm starting to rotate my head right, line when moving towards left edge of display is "doubled". The fastest is movement, the greater the "gap" between doubled lines is. It is hard to describe it, but it is impossible to reproduce using render target recording.
EDIT:
This is exactly what I see when turning my head (but doubled not trippled):

Somebody posted this pic in another thread but it ideally represents situation.
EDIT 2:
Disabling Aero solves this issue.
( I can also test it on DK1 if required )
Q1: Did anybody else had similar issues with rendering in Extended Desktop mode using custom (non-SDK) rendering ?
Q2: Is Direct rendering free of such artifacts?
Q3: Is it planned for CV1 to support only direct rendering?
Q4: Are there technical obstacles that are causing lack of Direct rendering support on MacOS ? (for e.g. need to wait for changes in OS X from Apple similar to changes made in Android for Oculus? )
Thanks!
I have few questions regarding this two modes.
My configuration:
- Custom C++ engine
- Extended Desktop mode
- OpenGL rendering
- Windows, SDK 0.4.4
- I'm using 4K UP3214Q Dell monitor (through DP1.2a) and
- Oculus DK2 (through HDMI) with external power.
I'm observing such corruptions:
- Oculus DK2 in 60Hz - while moving head, it blurs making image unclear (quickly getting headache)
- Oculus DK2 in 72Hz - image is significantly brighter than in other frequencies (is it that chroma error mentioned by someone?) also bluring like in 60Hz
- Oculus DK2 in 75Hz - while moving head, image is sharp (no blur) but it judders (is this a good word for it?). The fastest the angular speed of my head rotation is, the worst the effect. It looks like the image is doubled, so if I see for e.g. vertical line and I'm starting to rotate my head right, line when moving towards left edge of display is "doubled". The fastest is movement, the greater the "gap" between doubled lines is. It is hard to describe it, but it is impossible to reproduce using render target recording.
EDIT:
This is exactly what I see when turning my head (but doubled not trippled):

Somebody posted this pic in another thread but it ideally represents situation.
EDIT 2:
Disabling Aero solves this issue.
( I can also test it on DK1 if required )
Q1: Did anybody else had similar issues with rendering in Extended Desktop mode using custom (non-SDK) rendering ?
Q2: Is Direct rendering free of such artifacts?
Q3: Is it planned for CV1 to support only direct rendering?
Q4: Are there technical obstacles that are causing lack of Direct rendering support on MacOS ? (for e.g. need to wait for changes in OS X from Apple similar to changes made in Android for Oculus? )
Thanks!
