06-03-2014 03:20 PM
06-07-2014 09:54 AM
"Curtis" wrote:
Turned dx11 back on, disabled V sync like you suggested and... WOW! What a HUGE difference in latency, not only with the trouble spots, but just in general.
06-07-2014 01:43 PM
08-02-2014 09:20 PM
08-05-2014 10:08 AM
"ccs" wrote:
If your game changes physics behavior based on frame rate, you are doing something wrong in your code.
08-05-2014 10:20 AM
"ccs" wrote:
This has probably changed with 0.4.0 SDK and the new direct rendering mode, but I wanted to point out and confirm that Unity fixed (most of) the DX11 latency issues starting with build 4.5.2p2 here:
http://forum.unity3d.com/threads/unity-patch-releases.246198/#post-1711628
(none) : Windows Player: Performance improvements including lower latency in DirectX 11 mode.
I confirmed the earlier workaround I posted (forcing max queued frames to 1 in driver) is no longer needed. DX11 still seems to have slightly higher latency than DX9, but it is now usable with vsync on as long as prediction is set around 40-50ms.
Just got my DK2 in, so I'll be moving on to 0.4.0 and see how DX11 is working with the new setup.
ccs
08-05-2014 11:05 AM
08-05-2014 03:19 PM
"ccs" wrote:
I have been able to get DX11 to work with 0.4.0, and I'm happy to report lag is completely gone! Tracking is perfect now with my DX11 Unity project.
Here is the formula I have found that works:
1. IMPORTANT! turn vsync off in Unity quality settings - direct rift mode will take of this for you - if you have it on it will cap you at 60fps, not 75fps and give you terrible results (edit: for me the project actually crashes on start if vsync was on in quality settings)
2. on the OVRCameraController, uncheck the Time Warp button - i found it sometimes causes juddering and the tracking seems way better with if off!
3. set Rift display mode to direct HMD access in the Oculus configuration tool
4. build & run your project (immediately exit your project when it starts)
5. make sure the oculus configuration tool is closed (camera light should be off)
6. go to your project folder and run the DirectToRift.exe for your project
7. if it crashes - just run it again - it should start on 2nd try
8. if you notice screen tearing or juddering, make sure to exit Unity before running your project
9. if you still notice screen tearing, in the oculus configuration tool, select Tools->Advanced->Restart Service...
10. if you still notice screen tearing, reboot your computer - don't open unity or configuration tool - just try running your project right away)
Obviously Oculus still needs to work out some kinks because you don't get tear-free experience every time, but when it does work, it is really quite amazing.
09-15-2014 06:23 PM
09-17-2014 12:02 PM
"ccs" wrote:
I have been able to get DX11 to work with 0.4.0, and I'm happy to report lag is completely gone! Tracking is perfect now with my DX11 Unity project.
Here is the formula I have found that works:
1. IMPORTANT! turn vsync off in Unity quality settings - direct rift mode will take of this for you - if you have it on it will cap you at 60fps, not 75fps and give you terrible results (edit: for me the project actually crashes on start if vsync was on in quality settings)
2. on the OVRCameraController, uncheck the Time Warp button - i found it sometimes causes juddering and the tracking seems way better with if off!
3. set Rift display mode to direct HMD access in the Oculus configuration tool
4. build & run your project (immediately exit your project when it starts)
5. make sure the oculus configuration tool is closed (camera light should be off)
6. go to your project folder and run the DirectToRift.exe for your project
7. if it crashes - just run it again - it should start on 2nd try
8. if you notice screen tearing or juddering, make sure to exit Unity before running your project
9. if you still notice screen tearing, in the oculus configuration tool, select Tools->Advanced->Restart Service...
10. if you still notice screen tearing, reboot your computer - don't open unity or configuration tool - just try running your project right away)
Obviously Oculus still needs to work out some kinks because you don't get tear-free experience every time, but when it does work, it is really quite amazing.