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Up and Coming
October 9, 2014

High framerate judder

So most of the time when you experience judder, it's about low framerate, many of us have seen this when walking around in VR space.

In that case you have to lower the scene performance to get better results, but what when the oculus jumps above 75 frames, and displays 85 ?

This is what i experience a lot of time, judder appears and we all know how that feels.

Maybe it has something to do with vsync, but tweaking this won't help to get is stable.

Anyone any idea how to fix it ?
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    3 replies

    Participant
    October 9, 2014
    Try disabling Timewarp, this is usually the culprit
    Participant
    December 2, 2014
    "Screwdriverstudios" wrote:
    Try disabling Timewarp, this is usually the culprit

    This worked for me, thanks Screwdriver Std!
    I'm not sure if Timewarp is even that useful, as I saw no negative effects after turning it off.
    Inspiring
    December 5, 2014
    "prestonmediaspike" wrote:
    I'm not sure if Timewarp is even that useful, as I saw no negative effects after turning it off.

    When it's working, TimeWarp reduces latency and stops the world from wobbling as you move your head. The current implementation has some performance overhead. It pads the last 10-20% of the frame to make sure we get the head pose and correct the image immediately before scan-out. If your app is extremely perf-limited, you may want to turn off TimeWarp, but it will make the world feel a little less stable, which can significantly reduce comfort. In most cases I would recommend optimizing the game over disabling TimeWarp, but it's up to you.

    "blenderpedia" wrote:
    In that case you have to lower the scene performance to get better results, but what when the oculus jumps above 75 frames, and displays 85 ?

    Does it still judder with SDK 0.4.4 and TimeWarp enabled?