Hi Anders et al,

Since I am the main author of the OsgOculusViewer I will try to answer some of 
your questions.

First of all, you are not the first user which seem to experience these types 
of problems. The judder you are seeing have been reported by many Oculus users 
for all kinds of applications (not just OsgOculusViewer) and can have different 
origins. Known issues are:

* Updates on another monitor may interfere with timing on the Rift and this can 
manifest as visible tearing in the Rift. This can be eliminated in Windows 7 by 
disabling Windows composition.
* Setting the Oculus Rift as secondary monitor (running at 75 Hz) and having 
the primary monitor is running at 60 Hz.
* On some AMD Radeon graphics cards, multi-sampling may cause judder or what 
appears to be rapid vibration as you move your head.

Try one of the following suggested solutions:
* Disable Windows composition
* Set the Oculus Rift as the primary screen.
* Overclocking the non-Rift primary display to 75 Hz.
* Setting the Oculus Rift to use 60Hz instead of 75Hz.

I have recently (9th of January) updated the library with support for 
DirectMode rendering, which may help you.

Regarding the fact that OsgOculusViewer uses its own rendering code and not the 
built in rendering code from Oculus. OsgOculusViewer uses pretty much the same 
rendering code as in the official OculusWorldDemo, although adapted to use OSG 
instead of pure OpenGL/DirectX. The reason for not using the Oculus SDK based 
rendering is that the SDK code path makes some rather broad assumptions about 
OpenGL initialization order and since OSG uses lazy initialization you will end 
up with quite a lot of catch 22 situations. I have tried to get it working, but 
as of today I am stuck with crashes deep inside graphics driver code or inside 
the Oculus SDK. The code is available at the "sdk-rendering" branch on github, 
if anyone wants to give it a try.

Best regards,
Björn

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http://forum.openscenegraph.org/viewtopic.php?p=62652#62652





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