Comments (6)
That's weird because the textures are now submitted almost at the same time. What could happens is that the blitting required by the MSAA add too much a delay for the Oculus and we end up again with the old issue...
Do you see any framedrop in the frame timeline of SteamVR or does pstats shows high drawing time ?
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@el-dee I will take a look at it later.
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@el-dee So it seems like this issue still happens on a Vive?
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I don't have any issues with my Vive, do you have the problem with one of the samples or with our own app ?
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With the Ralph Sample, I wonder if it's overhead from Python/it's running on my 1050 Ti somehow
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I have added the hidden area mesh to discard invisible pixels and improve the fill rate, this should help a bit.
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Related Issues (11)
- Right Eye lags while Left Eye doesn't. HOT 40
- "AssertionError: has_mat() at line 461 of c:\buildslave\sdk-windows-i386\build\built1.10\include\transformState.I" HOT 3
- [Bug] Panda3D OpenVR incompatibility with Render Pipeline HOT 2
- Unable to read VR Path Registry HOT 4
- upgrade to pyopenxr? HOT 8
- Can we add a hand presence sample? HOT 10
- Can we add a Quest/Rift version? HOT 9
- [Feature Request] OpenXR Support HOT 3
- [Issue] Actions return None/0 data and no device path on Oculus Rift S HOT 15
- [Feature Request] On compositor error triggers
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