Unity preview and direct-to-Rift rendering or 75hz
The press release today has this odd bullet under the Unity integration:
On Windows, direct-to-Rift rendering with or without display driver
https://www.oculus.com/blog/oculus-story-studio-oculus-unity-free-and-gdc-2015/
What does it mean?
I haven't found anything newer than my Unity 4.6.1f1 and Oculus SDK 4.4. But, I want to make sure I don't miss a chance for a better Unity workflow, especially preview (the Play button.)
Today, I use extended mode. A Unity editor script moves the Game window to the DK2 "monitor". I can preview and tweak as a 60hz juddery mess. I use Build and Run to get comfortable 75hz viewing, still in extended mode. I'd much rather work entirely in direct mode.
I'd even be willing to buy a high frequency monitor, if people are having success with 75hz, low persistence, previews.
On Windows, direct-to-Rift rendering with or without display driver
https://www.oculus.com/blog/oculus-story-studio-oculus-unity-free-and-gdc-2015/
What does it mean?
I haven't found anything newer than my Unity 4.6.1f1 and Oculus SDK 4.4. But, I want to make sure I don't miss a chance for a better Unity workflow, especially preview (the Play button.)
Today, I use extended mode. A Unity editor script moves the Game window to the DK2 "monitor". I can preview and tweak as a 60hz juddery mess. I use Build and Run to get comfortable 75hz viewing, still in extended mode. I'd much rather work entirely in direct mode.
I'd even be willing to buy a high frequency monitor, if people are having success with 75hz, low persistence, previews.
