A
Anonymous
May 30, 2014
0.3.2 SDK Benchmarks and Quality
- 8 replies
- 2614 views
My 1st impression of 0.3.2 was not very good. I had not run the configuration utility and just tried to drop the new OVR controller in place in my project. The result was a slower framerate and much poorer image quality. So I came on here and read all the posts I could find. I decided to run my own comprehensive test and benchmarks to get to the bottom of how to get best quality and/or framerate using the new SDK. I found some surprising results. My application is using Forward Rendering with 8xMSAA. I'm running a 760gtx and my app is GPU limited in all cases below.
Several things of note to me:
1. The new "eye relief" settings in the config tool make a huge difference in quality and framerate. I'm tempted to force my app to 111 FOV (essentially disable eye relief) to prevent such inconsistency to the end user (or hopefully Oculus will improve this over time). I won't do this, however, if DK2 or CV1 have significantly different FOVs than DK2.
2. Setting the "eye relief" to the 9th position (towards out as shown in the attached png) in the config util results in a FOV close to the original (113). With this I was able to replicate 0.2.5c quality with a slightly higher framerate. That was nice to see after my initial impression of 0.3.2.
3. The best quality was achieved with 1280x800! Running with camera texture on at 1.5 scale suddenly made the DK1 feel like a new higher-resolution device! I'm actually quite blown away with these settings. Unfortunately it came with a sizable framerate hit (115->97), but I think I'll live with that because the quality is that much better.
I hope you find this useful. I would suggest everyone experiment with the eye relief setting and camera texture option. I think you will find you can increase your visual quality with the right settings.
ccs
API Resolution FPS FOV Eye Camera Texture Quality Text
Relief Texture Scale 1-10 Sharpness
Notch 1-10
0.2.5c 1280x800 147 111 n/a n/a n/a 5 4
0.2.5c 1920x1080 115 111 n/a n/a n/a 7 7
0.3.2 1280x800 154 113 9 off n/a 4 3
0.3.2 1920x1080 120 113 9 off n/a 7 7
0.3.2 1280x800 178 142 1 off n/a 1 1
0.3.2 1920x1080 127 142 1 off n/a 2 1
0.3.2 1280x800 153 107 11 off n/a 4 3
0.3.2 1920x1080 119 107 11 off n/a 7 7
0.3.2 1280x800 132 113 9 on 1 5 5
0.3.2 1920x1080 124 113 9 on 1 5 5
0.3.2 1280x800 95 142 1 on 1 3 2
0.3.2 1920x1080 90 142 1 on 1 3 2
0.3.2 1280x800 97 113 9 on 1.5 10 10
0.3.2 1920x1080 92 113 9 on 1.5 10 9
0.3.2 1280x800 44 142 1 on 1.5 9 9
0.3.2 1920x1080 43 142 1 on 1.5 9 9
Several things of note to me:
1. The new "eye relief" settings in the config tool make a huge difference in quality and framerate. I'm tempted to force my app to 111 FOV (essentially disable eye relief) to prevent such inconsistency to the end user (or hopefully Oculus will improve this over time). I won't do this, however, if DK2 or CV1 have significantly different FOVs than DK2.
2. Setting the "eye relief" to the 9th position (towards out as shown in the attached png) in the config util results in a FOV close to the original (113). With this I was able to replicate 0.2.5c quality with a slightly higher framerate. That was nice to see after my initial impression of 0.3.2.
3. The best quality was achieved with 1280x800! Running with camera texture on at 1.5 scale suddenly made the DK1 feel like a new higher-resolution device! I'm actually quite blown away with these settings. Unfortunately it came with a sizable framerate hit (115->97), but I think I'll live with that because the quality is that much better.
I hope you find this useful. I would suggest everyone experiment with the eye relief setting and camera texture option. I think you will find you can increase your visual quality with the right settings.
ccs
