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November 16, 2014

Ghosting in Oculus demos

Hi,

I am trying to add Oculus support to my game engine, ported it already (sdk rendering, DK2).
When I launch it in extended mode, I see ghosting during rotation of my head. I tested both OpenGL and DirectX 9 renderer, with vsync enabled and disabled. Engine renders scene with 75 fps when vsync is enabled.

My PC - monitor - 60hz, Radeon HD 5800, Oculus SDK, 0.4.3.
Also I tested Oculus World Demo with OpenGL renderer - same issue (default DirectX 11 renderer works fine).

So what can be the reason and possible solution of ghosting? Should I add support for DirectX 11 to the engine?
btw, Direct To Rift rendering doesn't work with DirectX 9, both SDK and client rendering.

    5 replies

    Inspiring
    November 17, 2014
    I assume you are talking about a sort of trailing shadow on high contrast objects? This is the 2-frame-rise issue (commonly called "black smear"). Unfortunately, it's a limitation of the panels used. However, there may be software tweaks that Oculus can make in the future to somewhat mitigate the problem.
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    yak32Author
    New Participant
    November 18, 2014
    it looks like several frames drawn simultaneously. I am adding support of DirectX 11 to my engine to check, is it really issue of DirectX 9 or OpenGL. I also tested Oculus World Demo, switched from "dx11" to "GL" renderer and saw same issues. I will report here, after checking dx11 port of my engine.
    Inspiring
    November 18, 2014
    You could be talking about judder (which is not ghosting). Many people have reported this, especially with Dx9.
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    yak32Author
    New Participant
    November 24, 2014
    hm, I added support of directx 11 to the engine, but still experience same issues.
    Copied creation of directx11 device, swap chain initialization sequence etc, from OculusRoomTiny example (OculusRoomTiny example works perfectly actually). Still judder and ghosting.

    what can actually invoke judder or ghosting? my monitor and Rift have different refresh rates (60 and 75), but still OculusRoomTiny works perfectly...
    yak32Author
    New Participant
    December 1, 2014
    I made video through lenses of DK2, to demonstrate the issue:


    Suddenly, after hour of usage, the issue disappeared, but source code wasn't changed at all.
    It can be seen, that fps is around 75 in the video. I noticed, that after glitch disappearance, fps became around 90 -
    it means that Oculus SDK's rendering doesn't do vsync properly.