Open MaxLuchs opened 3 years ago
Hello,
with a higher higher refresh rate of the Godot physics engine the game runs a a lot smoother for me. Maybe better to set the Engine's refresh rate to a higher value by default according to the screen refresh rate.
In the autoload-script:
` func _refresh_settings(): log_info("_refresh_settings()"); set_display_refresh_rate(oculus_mobile_settings_cache["display_refresh_rate"]); ... Engine.iterations_per_second = oculus_mobile_settings_cache["display_refresh_rate"] * 2 _need_settings_refresh = false;
var oculus_mobile_settings_cache = { "display_refresh_rate" : 90, "boundary_visible" : false, "tracking_space" : ovrVrApiTypes.OvrTrackingSpace.VRAPI_TRACKING_SPACE_LOCAL_FLOOR, "default_layer_color_scale" : Color(1.0, 1.0, 1.0, 1.0), "extra_latency_mode" : ovrVrApiTypes.OvrExtraLatencyMode.VRAPI_EXTRA_LATENCY_MODE_ON, "foveation_level" : FoveatedRenderingLevel.Off, "foveation_dynamic" : 0, "swap_interval" : 1, "clock_levels_cpu" : 2, "clock_levels_gpu" : 2, } `
Hello,
with a higher higher refresh rate of the Godot physics engine the game runs a a lot smoother for me. Maybe better to set the Engine's refresh rate to a higher value by default according to the screen refresh rate.
In the autoload-script:
` func _refresh_settings(): log_info("_refresh_settings()"); set_display_refresh_rate(oculus_mobile_settings_cache["display_refresh_rate"]); ... Engine.iterations_per_second = oculus_mobile_settings_cache["display_refresh_rate"] * 2 _need_settings_refresh = false;
var oculus_mobile_settings_cache = { "display_refresh_rate" : 90, "boundary_visible" : false, "tracking_space" : ovrVrApiTypes.OvrTrackingSpace.VRAPI_TRACKING_SPACE_LOCAL_FLOOR, "default_layer_color_scale" : Color(1.0, 1.0, 1.0, 1.0), "extra_latency_mode" : ovrVrApiTypes.OvrExtraLatencyMode.VRAPI_EXTRA_LATENCY_MODE_ON, "foveation_level" : FoveatedRenderingLevel.Off, "foveation_dynamic" : 0, "swap_interval" : 1, "clock_levels_cpu" : 2, "clock_levels_gpu" : 2, } `