Oculus Rift Fullscreen
Hi all. We have just started using our Oculus Rift with Vizard code, and I'm trying to understand a full screen rendering issue.
If i run a basic environment script with the Oculus: ################ import oculus import viz import vizact hmd = oculus.Rift() sensor = hmd.getSensor() viz.link(hmd.getSensor(), viz.MainView) #vizact.onkeydown('r',sensor.reset) viz.go() floor = viz.add('ground.osgb') ################ and maximize the view window manually (Windows Key + ↑), the frame rate and overall experience during head rotation is very smooth. However, if I use the same script, and instead start the rendering environment with viz.go(viz.FULLSCREEN), the world becomes a great deal more choppy. Moving to full screen manually isn't a major issue, but is there a way to smooth out the viz.go(viz.FULLSCREEN) option? Maybe my code isn't organized properly, or I'm missing an option. We are running an i7-2600 with a gtx 580, so I can't imagine it's a hardware limitation for rendering such a simple environment. |
If you don't connect to the sensor do you still get choppy results with rotations?
Code:
import viz |
Jeff,
I re-ran everything today, and the issue seems to have spontaneously resolved. Locked at 60FPS (with vsync enabled) regardless of how I start it now. Thanks for the reply. |
Hi everybody,
I have the same issue... Do you have any idea on how it was solved? I go from 60fps to ~20 to 30 fps when on fullscreen... Best, Marco |
sorry, it's not quite the same error...
I have a decrease of FPS and user experience when I fullscreen the scene, disregarding of how the fullscreen is triggered... Do you think it is a hardware issue? I have a nVidea Quadro FX 580 and I'm rendering the piazza with an HD avatar. |
Quote:
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Hi,
I think it is indeed an hardware issue. When I run it on the production computer, I achieve 60FPS. Only in the development computer I got the 30~40FPS. Thanks all, Marco |
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