It's a Dk2. Windows osg 3.2 64 bit.
Oculus sdk 0.4.4

I believe it is generally working. I get tracking, stereo just fine. The
difference is in picture stability. The sample apps from oculus are dead
stable, with very little latency. The osg oculus viewer with a very tiny
model on the other hand demonstrate a clear lag. Might all be lag, or some
additional artifact hard to tell.
 It is certainly not model complexity.

Might be some new extrapolation feature not enabled...

/Anders

On Sunday, February 8, 2015, Jan Ciger <[email protected]> wrote:

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>
> Hello Anders,
>
> I haven't touched this in a long while, but perhaps I could help you.
>
> Which Rift and SDK version are you using? I am not sure the DK2 is
> actually supported. I think Bjorn did some work on it later, but no
> idea about the state of the code.
>
> Could you time where is it spending most of the time? I suspect it is
> going to be either the tracking or there is something wrong with the
> shaders - are there any messages being printed out? Does it actually
> display a meaningful scene, apart from the jumping?
>
> If you are using a modern/recent SDK which has the binary runtime, you
> may want to try to turn off your firewall - the runtime is talking to
> the libOVR using a network socket and perhaps it is interfering.
>
> J.
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-- 
__________________________________________
Anders Backman, HPC2N
90187 Umeå University, Sweden
[email protected] http://www.hpc2n.umu.se
Cell: +46-70-392 64 67
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