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.
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.
