Open javl opened 7 years ago
To follow up on this issue: turns out the low framerate is because of openGL. One of the items on Valve's known issues list is the following:
OpenGL applications are currently too slow to use interactively; only the Vulkan Submit path is optimal. See: https://github.com/ValveSoftware/openvr/wiki/Vulkan
@tgfrerer has started work on a Vulkan renderer for openFrameworks and I think the best way forward would be to make sure ofxOpenVR can work with Vulkan, as this will give it an immense speed boost. Though I think the conversion is too technical for me, I'm going to see how far I can get.
After quite a struggle I managed to get ofxOpenVR to work. There were a couple of small things I had to change to get it to compile, for example: my system didn't know the functions
Sleep()
(removed it) andstricmp
(replaced it withstrcasecmp
). I didn't make a pull request as I'm not sure if it is platform dependent or anything like that (but you can see the changes here).One problem I'm having is that the framerate is quite low (around 30/31 fps). The SteamVR Tutorial seems a little slower than the Windows version as well, but still far above the 30fps. I was wondering if you had any ideas about where to look for bottlenecks in ofxOpenVR, or do you think this is a problem with OpenVR?