Comments (1)
My issue relating to missing vsync was one of reporting rather than one of time bubbles. With my testing on the master branch (with only one application with a few settings, and with only one HMD), things were smooth and did not exhibit these bubbles. I did have trouble with the addition of messages causing rendering bubbles, so it is possible that the warnings themselves are contributing. We could consider printing them only once every second or so and reporting summary statistics rather than printing them at every frame skip to see if that fixes the issue -- you could check this by adding a temporary static boolean that stops printing after the first time and see if that improves the judder performance.
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Related Issues (20)
- RM always displays an "error" on startup that says "ignore previous errors"
- ATW not operating as expected with example programs on DK2/GeForce 1080 HOT 10
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- expose an interface for detecting HDMI will be better... HOT 3
- distortion mesh with multiple video inputs HOT 10
- D3D11 backend appears to hard-depend on SDL in code, but not in build system HOT 1
- OSVR-Unity Android crash traces to RenderManagerOpenGL::checkShaderError HOT 2
- Direct Mode w/ DK1 results in [NVAPI_RESOURCE_NOT_ACQUIRED] after 12 seconds of rendering HOT 3
- Overfill factor and distortion correction HOT 2
- Check the distortion correction texture lookups HOT 1
- Why have the OpenGL rendering examples stopped working? HOT 4
- Why is there a band of black at the top of the display?
- Direct mode doesn't work with mobile Nvidia GPUs HOT 8
- cmake policy warning FindOpenGL
- When there is only one eye, don't offset it
- OpenGL state is not restored when using a single eye
- Rendering broken on a mac HOT 1
- Shared-context apps fail to get an OpenGL context when run on a mac HOT 2
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