Re: [osg-users] OSG and HMD

2013-09-12 Thread Cor Jansen
Thanks all for the replies.

So what would you do:

A: use OSG and add advanced graphics features to improve picture quality?
B: use prof. engine that already supports HMD and try to minimize latency?

I really like to read your opinions on this!

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Re: [osg-users] OSG and HMD

2013-08-02 Thread Aric Aumann
Hi CJ,

We've been using OSG with either CAVELib or Mike Weiblen's osgVRPN with Will 
Hollingsworth's additions:

 https://github.com/VirtualMe/osgvrpn/tree/master/trunk

We've tested it with an old serial Flock of Birds, and a couple Intersense 
devices, including one mounted to an iGlasses HMD.

I still haven't checked out a Rift, but latency isn't an issue with our simple 
scenes.


CJ wrote:
> Hi,
> 
> I'm looking for a graphics engine for a flight simulator using a HMD like the 
> Oculus Rift.
> Because of the HMD I need a very low latency. But I also would like very high 
> graphics quality.
> 
> Which of the following two approaches would be best?
> A. 
> Use some high quality game engine and switching off all features that result 
> in high latency. Thus lowering the latency. I do not know if there will still 
> be high enough quality graphics left.
> B.
> Use OSG and add features for higher quality graphics witout adding to much 
> latency. I do not know if that is doable.
> 
> I think the big advantage of B (using OSG) is that I have full controll of 
> the rendering. So low latency may be easier to get. But how difficult wil it 
> be to add features to get high quality graphics?
> 
> I hope you guys can give some usefull comments on this.
> Thank you!
> 
> Cor


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Re: [osg-users] OSG and HMD

2013-08-02 Thread Jan Ciger
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Hello Robert, Cor

On 08/02/2013 12:00 PM, Robert Osfield wrote:
> Hi Cor,
> 
...

> 
> W.r.t latency you'll need to avoid SLI/Multicard altenate frame 
> rending by the driver if you are using two cards as this will screw
> up latency big time.  You will also want to avoid stuffing too
> many frames down to the grpahics card so use of sync barrier might
> be appropriate.  In immerisve work you'll want low latency and
> also constist frame rate, this trumps visual effects as if you
> compromise either of these the user will loose their feeling of
> immerision and likely feel sick.

Actually, one *has to* use sync barrier (vsync) with Oculus Rift -
don't even think to work without.

The display cannot do more than 60Hz anyway, so the extra frames are
wasted time, but what is worse, the tearing gets massively magnified
by the lenses and is extremely disturbing, because it is constantly
right in front of your eyes.

The low latency on the Rift is important, but there is no need to go
overboard - as I said, the display is limited to 60Hz and is quite
slow, so you will get smearing/motion blur with fast movements anyway.
Any reasonable 3D engine should be able to hit 60fps with ease if you
keep your geometry load sane and use graphic card that is up to the
task (i.e. not some integrated low end one).

Another trick that helps a lot with image quality in the Rift is
anti-aliasing - at least 4x helps a lot to mitigate the infamous
"screen-door" effect (visible pixel raster of the display).


Re:
> 
> Which of the following two approaches would be best? A. Use some
> high quality game engine and switching off all features that result
> in high latency. Thus lowering the latency. I do not know if there
> will still be high enough quality graphics left.

In fact, you will have major difficulties adapting a random game
engine to support the Rift unless it is supported by the game engine
vendor already (Unity Pro or Unreal) and/or you have the source code.
The Rift requires rather special rendering code (off-screen rendering
with pre-distortion), that may not be straightforward to integrate.

If you want to use OSG with the Rift, there is an example here:

https://github.com/bjornblissing/osgoculusviewer


Regards,

Jan

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Re: [osg-users] OSG and HMD

2013-08-02 Thread Robert Osfield
Hi Cor,

The OSG is better engineered for muli-threaded multi-context work as
it's heritage is in vis-sim and VR, so very much the type of use that
one would use with a HMD.  Members of the community are alreayd
experiementing with Oculus Rift support so do some searches to see the
latest of this development.

As for performance, you really have to cut your cloth to the cloth you
have, if you are rendering to two displays that you have twice as much
geometry work to do, but if the display is lower res than a typical
desktop then pixel load might be lower.  There is no reason why you
should be able to achieve good graphics quality with modern graphics
card on a HMD but you'll just need to balance the complexity of the
scene you render to the performance metrics you are after.

W.r.t latency you'll need to avoid SLI/Multicard altenate frame
rending by the driver if you are using two cards as this will screw up
latency big time.  You will also want to avoid stuffing too many
frames down to the grpahics card so use of sync barrier might be
appropriate.  In immerisve work you'll want low latency and also
constist frame rate, this trumps visual effects as if you compromise
either of these the user will loose their feeling of immerision and
likely feel sick.

Robert.



On 15 July 2013 10:46, Cor Jansen  wrote:
> Hi,
>
> I'm looking for a graphics engine for a flight simulator using a HMD like the 
> Oculus Rift.
> Because of the HMD I need a very low latency. But I also would like very high 
> graphics quality.
>
> Which of the following two approaches would be best?
> A.
> Use some high quality game engine and switching off all features that result 
> in high latency. Thus lowering the latency. I do not know if there will still 
> be high enough quality graphics left.
> B.
> Use OSG and add features for higher quality graphics witout adding to much 
> latency. I do not know if that is doable.
>
> I think the big advantage of B (using OSG) is that I have full controll of 
> the rendering. So low latency may be easier to get. But how difficult wil it 
> be to add features to get high quality graphics?
>
> I hope you guys can give some usefull comments on this.
> Thank you!
>
> Cor
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=55216#55216
>
>
>
>
>
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[osg-users] OSG and HMD

2013-07-31 Thread Cor Jansen
Hi,

I'm looking for a graphics engine for a flight simulator using a HMD like the 
Oculus Rift.
Because of the HMD I need a very low latency. But I also would like very high 
graphics quality.

Which of the following two approaches would be best?
A. 
Use some high quality game engine and switching off all features that result in 
high latency. Thus lowering the latency. I do not know if there will still be 
high enough quality graphics left.
B.
Use OSG and add features for higher quality graphics witout adding to much 
latency. I do not know if that is doable.

I think the big advantage of B (using OSG) is that I have full controll of the 
rendering. So low latency may be easier to get. But how difficult wil it be to 
add features to get high quality graphics?

I hope you guys can give some usefull comments on this.
Thank you!

Cor

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=55216#55216





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