Hi there,
I’m new for Oculus Rift in TD. I found a latency issues when I watch something through oculus and rotate my head.
I tried to create a custom 360 spherical player, but no matter just render out some basic CG objects in TD or use video source to project them to the Sphere, then using oculus chop to control my camera rotation and projection matrix. I always feel the significant latency through my oculus kit 2 when I rotate my head the watch around. Meanwhile I noticed the live video from pc window about the oculus vision is perfect and smooth, no latency there and the realtime frame rate is 60s around.
Does any problem from GPU card or driver cause this issues? my card is nvidia GTX 980, personally I supposed the performance of this card is far way enough to deal with this computation.
Dose anyone have this similar problem before or have a solution to deal with this issues?
We’ve experienced some of these problems, in TD and game engines. The 980 is the recommended DK2 graphics csrd so I dont think this is your issue. What is your monitor refresh rate - it should be at 75hz but many monitors deefault at 60hz. This could be your problem?
My PC monitor refresh rate is 60, but I noticed the video from PC monitor is perfect. Dose the PC monitor refresh rate influence the performance of dk2?
I tried use Unity 3D to build my own video player for oculus dk2, and the performance of PC release version is pretty ok and no latency there anyway, so I supposed it’s a problem from TD. but I still concerned any problems from my side or any tiny parameters I set wrong since no one talked about this big issues before.
The project needs to be running at 75hz to work properly, otherwise you’ll get latency and stuttering. This will not usually happen when you are looking at the network editor, so make sure you are in Perform Mode. If your monitor is at 60hz then you need to turn off v-sync in the Nvidia control panel to allow TD to run at 75 (make sure the FPS is set to 75 in the bottom right of TD).
In the newer experimental builds we’ve added the ability to turn off V-sync for the perform window which makes things a little easier.