02-13-2015 12:32 AM
02-13-2015 03:22 PM
"SMaton" wrote:
Actually it's not really Oculus which is eating up the resources. In order to render the image, it has to achieve very high frame rate since the image is rendered twice (once for each eye). So, basically, you hardware would need to render the image (if it's without the Oculus) at at least 150 FPS + overhead (let's say 10 FPS) -> 160 FPS to achieve 75 FPS when rendering with the Oculus.
The lower you set the screen resolution and the lower you set the graphic settings, the more likely it gets to achieve a high frame rate.
This might get better once there are hardware specific solutions to render i.e. the 2 eyes in the same time using one single render call (to simplify). NVidia has stuff in the makings but unless the renderer uses OpenGL, it's not yet available to developers (I might even be wrong about the OpenGL extension part).
02-15-2015 04:59 PM
02-16-2015 05:15 PM
02-16-2015 10:27 PM