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.
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