B_old
Honored Guest
since ‎03-27-2015
‎02-23-2021

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Our application is generally struggling to maintain (even close to) 75 fps, at least partly due to the data sets which we cannot further optimize.An idea has been proposed to decouple our rendering from feeding the oculus in a different thread and ju...
Since updating both runtime and SDK to version 0.7 we sometimes experience an exception that seems to originate from ovr_SubmitFrame().It only happens the moment after calling ovr_DestroySwapTextureSet(), which is puzzling because no subsequent calls...
What happened to ovrHmdCap_LowPersistance? It is still referenced in a comment in OVR_CAPI_0_7_0.h but it is not actually defined anywhere.Is it dis/enabled by default now? I have the impression that our app looks brighter when building with SDK 7.
Hi,I have noticed some behavior I can not explain. Sometimes when activating the Rift from our app, ovrHmd_SubmitFrame always returns ovrError_Timeout. If I run the Demo Scene from the Configuration Utility immediately before activating it in our app...
I'm getting ovrSucess_NotVisible although our app is the only VR app running.Our app has multiple windows. In my testes there was always one "main" window and a single "OpenGL" window. No other VR app is running and tracking always works. I can also ...