Saturation and Framerate Issues with OVR SDK 0.4.4
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I just integrated 0.4.4 into my Unity project and a few things appear to have changed.
First of all, my framerate has dropped considerably. I typically use the HmdCaps.NoVSync setting to benchmark my framerate when not using a Rift, and before 0.4.4 my framerate was getting up to about 120. After integration it stays below 60 FPS with the exact same configuration. Has something changed about the enabled flags or the overhead of the SDK?
Secondly, about half the time I run the app, all colors appear oversaturated. From what I can tell, it's sporadic; results vary even when testing concurrently without changing the scenario. Is this a fault of graphics drivers, graphics libraries, or the new SDK? Attached to this post are screenshots of both results for reference.
I'm working on a MacBook Pro Retina with an Nvidia 780M and OSX 10.10, and developing in Unity Pro. Has anyone else run into these problems, either with this configuration or with others?
First of all, my framerate has dropped considerably. I typically use the HmdCaps.NoVSync setting to benchmark my framerate when not using a Rift, and before 0.4.4 my framerate was getting up to about 120. After integration it stays below 60 FPS with the exact same configuration. Has something changed about the enabled flags or the overhead of the SDK?
Secondly, about half the time I run the app, all colors appear oversaturated. From what I can tell, it's sporadic; results vary even when testing concurrently without changing the scenario. Is this a fault of graphics drivers, graphics libraries, or the new SDK? Attached to this post are screenshots of both results for reference.
I'm working on a MacBook Pro Retina with an Nvidia 780M and OSX 10.10, and developing in Unity Pro. Has anyone else run into these problems, either with this configuration or with others?
