Hi CJ, We've been using OSG with either CAVELib or Mike Weiblen's osgVRPN with Will Hollingsworth's additions:
https://github.com/VirtualMe/osgvrpn/tree/master/trunk We've tested it with an old serial Flock of Birds, and a couple Intersense devices, including one mounted to an iGlasses HMD. I still haven't checked out a Rift, but latency isn't an issue with our simple scenes. CJ wrote: > Hi, > > I'm looking for a graphics engine for a flight simulator using a HMD like the > Oculus Rift. > Because of the HMD I need a very low latency. But I also would like very high > graphics quality. > > 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. > B. > Use OSG and add features for higher quality graphics witout adding to much > latency. I do not know if that is doable. > > I think the big advantage of B (using OSG) is that I have full controll of > the rendering. So low latency may be easier to get. But how difficult wil it > be to add features to get high quality graphics? > > I hope you guys can give some usefull comments on this. > Thank you! > > Cor ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55743#55743 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

