duelgame Posted July 13, 2020 Share Posted July 13, 2020 I've tested Vive Hand Tracking in Unreal Engine 4.,24 CPU : I7-7700k GPU : GTX 1660 RAM : 32Gb Vive Cosmos (https://www.vive.com/us/product/vive-cosmos/overview/) ViveHandTracking 0.9.2 I saw this post (https://forum.vive.com/topic/8459-vive-hand-tracking-camera-resolution/#) and was wondering if only Unreal had issues with performance. So I tested the Unity samples using RenderDoc. Here are the results below: Unity sample used two textures of 1584x1872. It rendered the Left Eye and Right Eye. separately. Basically Unreal Engine uses Instanced Stereo Rendering. Even if I turn off the Instanced Stereo Rendering, the Resolution is not changed. I think VIVE hand tracking uses image processing so it's performance is greatly affected by the resolution it processes. The performance is fine when I test Unreal Sample with vr.PixelDensity 0.5 Unity has a similar option called single pass stereo rendering. https://docs.unity3d.com/Manual/SinglePassStereoRendering.html So I think VIVE needs to support Instanced Stereo Rendering and Single Pass Stereo Rendering to improve the overall FPS. I need to know your thoughts on this and whether you have plans to update the SDK to improve performance. Link to comment Share on other sites More sharing options...
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