Skip to main content
Inspiring
May 22, 2016

New 1.4 SDK has all the features some are desperately waiting for...

-capability to disable Timewarp
-having Quad-Layers in stereo
-improved Security

Oh, I just see some of the features are still missing, but finally we all have better security, so the HTC Vive Users will not rip off our hard work! This was about time and had to have highest priority...

    9 replies

    Up and Coming
    May 22, 2016
    The rift dongle is a bad one ! i don't always keep it plug because they have no option for a real off, and the screen heat. If i want to play elite dangerous not on the rift, i am no force to waste watts. Stupid idea after stupid idea, oculus really need to adjust their development roadmap !
    Inspiring
    May 25, 2016


    -capability to disable Timewarp


    Could you please point me to some documentation for this? I tried hard to find something about this in 1.4 API and samples - but didn't find anything.

    I would like to provide the ability to disable TW completely in my DX12 engine as a command line option.

    Thanks!

    EDIT: Guess i should have read the last sentence of your post. ;) Never mind.
    Inspiring
    May 25, 2016
    Why would you want to disable timewarp? Is it to have something move around with your head?
    If this is the case, you can use the ovrLayerFlag_Headlocked flag for the layer you render to, there's no reason to disable timewarp for the entire application.
    Inspiring
    May 25, 2016

    kondrak said:

    Why would you want to disable timewarp? Is it to have something move around with your head?
    If this is the case, you can use the ovrLayerFlag_Headlocked flag for the layer you render to, there's no reason to disable timewarp for the entire application.


    No, for an engine it makes sense to have the option to disable timewarp during development because it clouds what is really going on inside. If there is a performance problem I want to see it right away.
    Inspiring
    May 25, 2016
    This is why Oculus introduced the performance graphs which you can either toggle from your application or turn them on permanently using the debug tool. You'll get timing information for each frame, amount of frames dropped and more.
    Up and Coming
    May 31, 2016

    kondrak said:

    Why would you want to disable timewarp? Is it to have something move around with your head?

    I work in research and not games (so I understand if Oculus do not have my application as their highest priority).

    I have a huge motion base and is forced to roll my own head tracking. If I use the Oculus head tracking I will get a combination of both head movement and the movement of the motion base, which becomes really weird for the user. Using my own tracker worked perfectly, but I am forced to disable timewarp, since it only used the Oculus head tracking data.
    June 1, 2016

    pixelminer: good point. For our application we need to track only the rotation , not head position.

    If timewarp add the positional information to the shift it de facto corrupt what we are doing ....

    Up and Coming
    June 2, 2016
    Cjwidd, it was a sarcastic post but once again, you don't understand what you talk about :)
    Inspiring
    July 17, 2018

    lamour42 said:



    -capability to disable Timewarp


    Could you please point me to some documentation for this? I tried hard to find something about this in 1.4 API and samples - but didn't find anything.

    I would like to provide the ability to disable TW completely in my DX12 engine as a command line option.

    Thanks!

    EDIT: Guess i should have read the last sentence of your post. ;) Never mind.


    Yeah, that was ironic...