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Up and Coming
October 26, 2015

SetMaximumFrameLatency in 0.8 SDK

Is setting SetMaximumFrameLatency(1) still needed with latest SDK direct mode?
Tutorials still use it.

Or am I right to assume that this affects only content in the DX11 Window on the monitor, and does not affect Oculus Rift display, and thus does not affect Oculus Rift latency and performance?

Thanks

    1 reply

    Up and Coming
    December 1, 2015
    This was about something else, but you can see if SetMaxFrameLatency has an influence with gpuview. The idea is to setup a way gpu is slower than cpu and look at the command buffer queued in the application device context.

    The post about using gpuviez and followed by another with a gpuview screenshot that show how it looks like.
    viewtopic.php?f=20&t=27426&start=20#p306731