09-04-2013 10:40 AM
09-04-2013 02:43 PM
09-04-2013 03:15 PM
09-04-2013 03:21 PM
09-04-2013 04:37 PM
"drash" wrote:
I haven't really been able to pin it down but sometimes I can feel the latency from Unity's vsync big time (I feel sorta drunk), and sometimes not at all (feels just like with vsync off).
09-06-2013 04:16 PM
"drash" wrote:
That's disturbing if Unity's vsync is adding ~3 frames worth of latency. I've also commented out that line in OVRCameraController that forces vsync on -- I don't like that it's forced on despite the quality settings. I haven't really been able to pin it down but sometimes I can feel the latency from Unity's vsync big time (I feel sorta drunk), and sometimes not at all (feels just like with vsync off). Is this possibly a perceptual thing, like perhaps I can sense the latency if I'm tired but not if I'm wide awake, or vice versa?
"drash" wrote:
Interesting comments on the "Maximum pre-rendered frames" setting in Nvidia control panel. I just tried setting this to 1 as you mentioned, and I thought I perceived a drastic improvement, but then switching back and forth between "Use the 3D application setting" and 1, I can't really tell anymore. The effect must be pretty subtle or I'm going crazy or something. 🙂
09-06-2013 04:19 PM
"phillipfoshee" wrote:
Thank you for posting this! I had no idea it was forcing vsync. I will comment that out as soon as I get home from work tonight. It explains a bit of confusion I've been having recently. After some drastic performance improvements, I turned off vsync to see if I was getting closer to my goal of 70-80fps, but it just kept hovering right around 60.. Thought it might be coincidence but this explains it!
09-06-2013 04:30 PM
"chaosgrid" wrote:
While testing the Hydra latency, I also found that VSync in Unity adds significant delay (as you said, about 3 frames).
However, I'm not sure if the head tracking of Oculus was affected, because that always seemed very smooth and low latency.. maybe Oculus is doing some tricks here? Or is the headtracking also laggy for you with VSync? I mean, 3 frames (50+ msec) are definately noticeable.
11-23-2013 06:40 PM
12-21-2013 12:34 AM
"jjerald" wrote:
I also found the following line in OVRCameraController.cs that gets called if you have Edit->Project Settings->Quality set to "Fantastic".
QualitySettings.vSyncCount = 1;
This means that if you have your graphics card vertical sync settings to "use the 3D application settings" then you will wait on vsync even if you set within Unity Edit->Project Settings->Quality->Vsync Count to "Don't Sync". In other words for the "Fantastic" setting the Unity UI vsync setting is ignored. Because of this I comment out the above line of code so the "Fantastic" Unity UI vsync setting works as intended. This wouldn't be that bad if 0-1 frames of latency latency was added as should happen when waiting on vysnc but ~3 frames of latency is very bad. I also played with the QualitySettings.maxQueuedFrames but could not see a difference.