09-21-2014 03:40 PM
09-22-2014 10:15 AM
"Wireline" wrote:
Reading Michael Abrash's blog, he says judder is unavoidable unless refresh rates get insanely high.....low frame rate leads to lower refresh of each pixel, just as low refresh does, hence more time each pixel stays "on". Two different causes, same result
Link to the Abrash blog piece: http://blogs.valvesoftware.com/abrash/why-virtual-isnt-real-to-your-brain-judder/
I think the industry is already working pretty hard on it though 😄
09-22-2014 10:31 AM
"Scofthe7seas" wrote:"Wireline" wrote:
Reading Michael Abrash's blog, he says judder is unavoidable unless refresh rates get insanely high.....low frame rate leads to lower refresh of each pixel, just as low refresh does, hence more time each pixel stays "on". Two different causes, same result
Link to the Abrash blog piece: http://blogs.valvesoftware.com/abrash/why-virtual-isnt-real-to-your-brain-judder/
I think the industry is already working pretty hard on it though 😄
I snipped your quote to shorten my reply length; I hope you don't mind. The problem there though, is that there wasn't any judder on the DK1. Also, the problem only happens if you move your head. If you stay still, and action happens in front of your view, it will go butter smooth. Also, it's not present in every application. I suppose it can be argued that some applications are more intensive than others-therefore more judder. But I don't think this is the case.
Also:
Does anybody responding have judder issues? If so, what is your setup, and what demos/games are giving you the problem?
The problem is varies enough that it can't be blamed on the way the brain works. The closest I could use to describe it is like a kind of vertical V-sync tearing. Which obviously points to a refresh rate problem, but doesn't explain why it only gives you problems when looking around.
I want to see if there are common linking factors involved with the issue. I forgot to mention that I am also using Windows 7 64bit. I did have an issue before a fix came out for the rift software, where my rift wasn't being detected in the software properly before an update was put out. I know many people didn't have this problem. Perhaps an Oculus rep can share a bit of what was fixed to stop that problem?
09-22-2014 10:46 AM
09-22-2014 10:58 AM
"Scofthe7seas" wrote:
I get over 100 fps on sightline, and both amusement park rides were fixed with switching to DX11 mode. Now, it can be argued that I am only getting over 75 fps on a basic unity demo by using dx11, because I don't have a FPS counter like you mentioned. But I can't imagine a GTX780 would get less than 75 fps on those applications simply because the DX version is different.
Also, many people's judder issues are cleared up by switching the rift to their main display. Switching displays shouldn't make any difference in framerate.
Then there's the worst culprit of them all, minecrift. Although, again, I don't have an FPS counter, I have gotten well over 200 fps on regular minecraft.
(I do not get any judder at all on Titans)
09-22-2014 11:17 AM
09-22-2014 02:29 PM
09-22-2014 04:39 PM
09-22-2014 04:51 PM
"Cgpnz" wrote:
I hope OVR tries to go back to the 0.3.x sdk. Why the runtime, is there some inter process lagging
going on? By 'inter process' I suggest that it could allow the operating system to do its usual task switching thing, and so
interrupt a frame or two now and then- screen flashing.
09-22-2014 05:11 PM
"jherico" wrote:
It's not caused by the runtime. It's caused by either low framerates or v-sync issues in virtually all cases. V-sync problems should be fixed by direct HMD mode or possibly by the new nVidia VR direct stuff, or by using a Direct3D wrapper for OpenGL. Low framerates are up to the applications to fix.
09-22-2014 05:17 PM