h-shirakami Posted September 27, 2019 Posted September 27, 2019 I installed the content created for vive focus on vive focus plus. In vive focus, it was operating at 75fps, but in vive focus plus, it drops from 75fps to sometimes 40FPS. Does anyone have the same experience? Developed with waveVR and vive input utility. @Tony PH Lin @Dario
Tony PH Lin Posted October 3, 2019 Posted October 3, 2019 Hi @h-shirakami, The eye buffer resolution is different between two devices as below. Focus+ eyebuffer resolution:1600x1440 Focus eyebuffer resolution:1440x1440 Therefore the dramatic drop may happen if the contents are GPU-bound. This is one of the cause we've found. Thanks.
h-shirakami Posted October 9, 2019 Author Posted October 9, 2019 Hi Tony Is eyebuffer resolution different from screen resolution? Is it possible to change? Thanks.
Tony PH Lin Posted October 9, 2019 Posted October 9, 2019 Hi @h-shirakami, You can try to modify WaveVR_Render.cs for two parameters (recommendedWidth , recommendedHeight ) as below: void Awake() { … { IsSinglePass = checkVRSinglePassSupport(); // This command can make sure native's render code are initialized in render thread. // InitializeGraphic(synchronizer); // Setup render values uint w = 0, h = 0; Interop.WVR_GetRenderTargetSize(ref w, ref h); recommendedWidth = w; recommendedHeight = h; …
h-shirakami Posted October 20, 2019 Author Posted October 20, 2019 Thank you very much I use a VIU camera. I did not use WaveVR_Render.cs. @Tony PH Lin
VIVE_chengnay Posted October 23, 2019 Posted October 23, 2019 @h-shirakami Actually VIU camera will attach WaveVR_Render.cs. Could you try adding the code provided by Tony and try again?
h-shirakami Posted October 29, 2019 Author Posted October 29, 2019 I'm sorryI was misunderstanding.I changed the source and set the eyebuffer resolution to 80%.However, the same performance as vive focus did not come out. @chengnay
VIVE_chengnay Posted November 4, 2019 Posted November 4, 2019 @h-shirakami After changing the source code, your Vive Focus Plus still getting low performance?
h-shirakami Posted November 5, 2019 Author Posted November 5, 2019 I am using waveSDK2.0.37. WaveVR_Render.cs is the following source. #if UNITY_EDITOR if (! Application.isEditor) #endif { // This command can make sure native's render code are initialized in render thread. qSColorSpace = QualitySettings.activeColorSpace; // InitializeGraphic (synchronizer); // Setup render values uint w = 0, h = 0; Interop.WVR_GetRenderTargetSize (ref w, ref h); sceneWidth = (float) w; sceneHeight = (float) h; projRawL = new float [4] {0.0f, 0.0f, 0.0f, 0.0f}; projRawR = new float [4] {0.0f, 0.0f, 0.0f, 0.0f}; WVR_RenderProps_t props = new WVR_RenderProps_t (); Interop.WVR_GetRenderProps (ref props); targetFPS = (int) props.refreshRate; OnIpdChanged (null); } I tried rewriting the values of sceneWidth and sceneHeight. Is the place to correct it different? @chengnay @Tony PH Lin
Tony PH Lin Posted November 19, 2019 Posted November 19, 2019 Hi @h-shirakami, Yes, it's correct. Thanks.
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