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AndyB

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  1. I'm porting a game from the Oculus Go and I'm finding it very hard to get a smooth experience on the Focus. The game is rendering at consistent 75fps, yet I still frequently see judder. I'm sure this is judder that would be well handled by ATW, but unfortunately this is a racing game so you see the judder as a jerky movement along the track, which is very noticable. If I reduce the size of the eye render textures enough then the judder is eliminated. However, I had to disable MSAA just to get the framerate up to 75, so reducing the eye buffer resolution looks pretty bad. I've had to do quite of stripping from the Go version in general just to get to 75fps. The strange thing is that even at 75 fps, I'm still getting very noticable judder. What am I missing?
  2. I've found that turning on 2x MSAA has a huge performance impact, way more than I would expect. To investigate I created a new Unity project (see below for versions), created an empty scene and set the cameras in the WaveVR prefab to solid color clear mode. I then connected the Snapdragon profiler and found something that seems very strange. The fragments shaded per second value goes up a lot when MSAA is turned on: MSAA disabled: Approx 340 million fragments / second. MSAA 2x : Approx 1700 million fragments / second. MSAA 4x : Approx 2400 million fragments / second The first value makes sense and covers the distortion pass (2880*1600 * 75 = 345.6M). But just turning on 2x MSAA increases the number of fragments shaded by 5x. And with 4x MSAA it's rendering 7x the number of fragments. Can this be right? I can't see why the number of fragments would increase at all. Nevermind this much. I'm porting a game from the Oculus Go, where we use 4x MSAA without any problems and I know that switching between 2x and 4x made very little difference for us. So it's strange to see such a huge impact here. Versions: Unity : 5.6.3f1 Wave SDK : Reproducted on 2.1.8 and 3.0.2 Focus system : 1.69.623.3
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