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Hello Robert, Cor

On 08/02/2013 12:00 PM, Robert Osfield wrote:
> Hi Cor,
> 
...

> 
> W.r.t latency you'll need to avoid SLI/Multicard altenate frame 
> rending by the driver if you are using two cards as this will screw
> up latency big time.  You will also want to avoid stuffing too
> many frames down to the grpahics card so use of sync barrier might
> be appropriate.  In immerisve work you'll want low latency and
> also constist frame rate, this trumps visual effects as if you
> compromise either of these the user will loose their feeling of
> immerision and likely feel sick.

Actually, one *has to* use sync barrier (vsync) with Oculus Rift -
don't even think to work without.

The display cannot do more than 60Hz anyway, so the extra frames are
wasted time, but what is worse, the tearing gets massively magnified
by the lenses and is extremely disturbing, because it is constantly
right in front of your eyes.

The low latency on the Rift is important, but there is no need to go
overboard - as I said, the display is limited to 60Hz and is quite
slow, so you will get smearing/motion blur with fast movements anyway.
Any reasonable 3D engine should be able to hit 60fps with ease if you
keep your geometry load sane and use graphic card that is up to the
task (i.e. not some integrated low end one).

Another trick that helps a lot with image quality in the Rift is
anti-aliasing - at least 4x helps a lot to mitigate the infamous
"screen-door" effect (visible pixel raster of the display).


Re:
> 
> Which of the following two approaches would be best? A. Use some
> high quality game engine and switching off all features that result
> in high latency. Thus lowering the latency. I do not know if there
> will still be high enough quality graphics left.

In fact, you will have major difficulties adapting a random game
engine to support the Rift unless it is supported by the game engine
vendor already (Unity Pro or Unreal) and/or you have the source code.
The Rift requires rather special rendering code (off-screen rendering
with pre-distortion), that may not be straightforward to integrate.

If you want to use OSG with the Rift, there is an example here:

https://github.com/bjornblissing/osgoculusviewer


Regards,

Jan

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