Reducing delays: AR use case
I've seen number of posts related to using the Rift for Augmented Reality projects, and I have an issue in this area as well. I'm concerned about the end-to-end latency: from the moment a "photon" hits a video camera until it is presented to the user in the Rift.
In my measurements I see delays of 100-120 msec, which is way longer than acceptable. When I'm presenting same camera image on the screen, I measure ~50 msec delay (this makes sense for a time it takes to grab an image + transfer it to PC over USB + process it), but I'm trying to reduce the extra 50-70 milliseconds which are being added by Oculus.
Any ideas?
Is there a way to reduce the length of the Swap Chain created by "ovr_CreateTextureSwapChainDX" to 1 instead of the default 3? Maybe it can help here.
In my measurements I see delays of 100-120 msec, which is way longer than acceptable. When I'm presenting same camera image on the screen, I measure ~50 msec delay (this makes sense for a time it takes to grab an image + transfer it to PC over USB + process it), but I'm trying to reduce the extra 50-70 milliseconds which are being added by Oculus.
Any ideas?
Is there a way to reduce the length of the Swap Chain created by "ovr_CreateTextureSwapChainDX" to 1 instead of the default 3? Maybe it can help here.
