Opamp77
(Opamp77)
June 26, 2015, 10:19am
1
https://developer.oculus.com/downloads/
Oculus PC SDK 0.6.0.1 Beta
This release introduces queue ahead. Queue ahead improves CPU and GPU parallelism and increases the amount of time that the GPU has to process frames.
New Features
Added queue ahead. Queue ahead improves CPU and GPU parallelism and increases the amount of time that the GPU has to process frames. For more information, see Queue Ahead.
Added the Debug HUD, which provides useful information while using the HUD. For more information, see Performance Head-Up Display. To enable it in OculusWorldDemo, press F11.
Added two samples:
ORT (Direct Quad)—verifies and demonstrates direct quads.
ORT (Performance HUD)—demonstrates the performance HUD.
Added additional menu options to OculusWorldDemo.
Known Issues
Pre-Kepler NVidia GPUs might return "No display attached to compositor" or "SubmitLayers failed" errors, which can result in a black screen for some applications. NVidia GTX 600 GPUs and later use the Kepler or Maxwell architectures.
Some Intel GPUs might return "No display attached to compositor" or "SubmitLayers failed" errors, which can result in a black screen for some applications.
Standard RGB (sRGB) is not properly supported.
Timeout Detection Recovery (TDR) is not properly supported.
Windows 10 is not yet supported.
Extended mode does not currently work with AMD GPUs due to issues in the AMD drivers.
For NVidia GPUs, please use driver version 350.12. The latest NVidia driver is unstable with the runtime.
QueueAhead now works by just installing the 0.6.0.1 runtime.
https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-render/#dg-queue-ahead
Enable/Disable with ‘HMD QAHEAD’ from the console. This makes a hugh difference to performance!
Is QueueAhead confirmed to be working in UE4.8 with 0.6.0.1 runtime?
Opamp77
(Opamp77)
June 26, 2015, 1:35pm
3
Yep, Ive tested it myself.
All the code was already in the 4.8 plugin to enable it.
with QAhead off,
Increase screen percentage of a basic scene in small steps until frame rate halfs to 37.5fps.
Turn on Qahead.
Watch framerate return to 75fps.
Unfortunatly as we currently cant disable vsync that is the only way I could think of testing it.
3dlight
(3dlight)
June 26, 2015, 1:56pm
4
Given all the caveats of this new version, I’m apt to hold off, but you have piqued my interest!
acatalept
(acatalept)
June 26, 2015, 4:57pm
5
@Opamp77 : thanks for the heads-up!
Can I ask how you’re toggling Queue Ahead? Through c++ API calls ([FONT=Courier New]ovrHmd_SetBool(Hmd, “QueueAheadEnabled”, ovrFalse) as mentioned in the SDK link), or is there a handy console variable for us lazy non-coders?
Opamp77
(Opamp77)
June 26, 2015, 5:15pm
6
@Opamp77 : thanks for the heads-up!
Can I ask how you’re toggling Queue Ahead? Through c++ API calls ([FONT=Courier New]ovrHmd_SetBool(Hmd, “QueueAheadEnabled”, ovrFalse) as mentioned in the SDK link), or is there a handy console variable for us lazy non-coders?
you should be able to use the console commands…
crumbaker
(crumbaker)
June 28, 2015, 6:47pm
8
does this work in 4.7 at all? I think I’m skipping 4.8.
TommyBear
(TommyBear)
June 29, 2015, 8:02am
9
Just out of curiosity… why are you skipping 4.8? We jumped to 4.8 with great relief, due to the vastly improved stability in WIN & OSX. Just curious.
Tommy.
Opamp77
(Opamp77)
June 29, 2015, 11:18am
10
The only 4.7.6 version with intergrated 0.6.0.0 sdk would be the Oculus github branch 4.7-0.6 https://github.com/Oculus-VR/UnrealEngine/tree/4.7-0.6 .
generico
(generico)
June 30, 2015, 2:23pm
11
Hi there, In my 4.8.1 the HMD in the console didnt prompt me the command.
What should i do?
crumbaker
(crumbaker)
July 1, 2015, 3:33am
12
When I start my game my character model stays in one place(doesn’t move as it should), while my character camera moves as it should with my input setup, as do all weapon effects (follow camera). Everything worked fine in 4.7, also seems like a lot of people are having problems in general. I figure I would try to migrate when 4.9 comes out.
@generico : What command do you mean? What is the actual problem?