Is it possible, that frames are dropped with both devices, but it appears to be smooth with the Oculus Rift, because it uses Reprojection? Keep in mind, that Reprojection could also increase your frames per second count.
https://developer.oculus.com/blog/asynchronous-spacewarp/?_fb_noscript=1
If that is indeed the case, you should really optimise your project, as Reprojection is just a fallback mechanism. It is not recommended to rely on Reprojection to keep up your frame rate.
Hi,
I’m testing the very same scene on both HTC Vive and Occulus on same machine with same screen percentage and msaa setting. We found there is a serious performance drop on vive in compare with ocuulus. The frame rate is constantly dropping on vive while it is always butter smooth on occulus. I have searched through answer hub it seems no one has encountered this problem. I’m testing on gtx1070 with the latest version of card driver and steamvr. Can anyone please explain why this could happen?
Thanks.
Hi AllJonasNeeds,
Thank you for the reply. I’m sure I got reprojection turned on on both oculus and vive. And in fact according to these links:
link text
link text
It sames enabling reprojection on steamvr can somewhat cap the fps at 45 fps unnecessarily and makes the experience feels more choppy.
So, I tried turning it off to see if any better. Still vive is doing way worse than oculus.