Skip to main content
Participant
June 11, 2016

How to properly use movieTexture

Hi - I have a scene with a computer monitor that displays a movie texture. There seems to be some choppiness in the frame rate where the movietexture is displayed. Anywhere else in the scene looks okay, but when I look at the displayed movie in the monitor, that specific area has a choppy/lagging visual. My movie is rendered 30 fps, should it be rendered 60 fps to fit Oculus? Thanks.  
    This topic has been closed for replies.

    2 replies

    Inspiring
    June 11, 2016
    60 FPS video may be a slight improvement, but what you're already doing should work. Is your app rendering at frame rate, or is it missing some frames? I assume this is on Gear VR. As you can see in MediaSurface.cpp, all we do in the media surface plugin is call SurfaceTexture.updateTexImage(), which should automatically hold and skip frames to match the current frame rate. If you use a 30 FPS video, it should hold each frame for 2 display cycles, causing the light judder you would expect from a 30 FPS video. If you are using a 24 FPS video, there will be more judder because some frames will hold for 2 display cycles and others will hold for 3.

    To avoid judder, have a look at our performance optimization guides:
    https://developer.oculus.com/documentation/game-engines/latest/concepts/unity-perf/
    https://developer.oculus.com/documentation/mobilesdk/latest/concepts/mobile-remote-monitor/
    Participant
    June 14, 2016
    Hi thanks for your response. I found out that it was antialiasing settings. I do not see judder at x2, but if I crank it to x4, the movie texture causes judder.