Many thanks for having a look at these options!
But ack. Ok, not the response I was hoping for though!
Very interesting.
I'm very surprised about the 'auto' setting (idea ripped from the 0.3.1 SDK) - it feels night-and-day better for me. Minecraft is very system and configuration dependent. Would you mind attaching your options.txt, optionsof.txt and optionsvr.txt files? What maps / servers were you on? Metacraft? Are you letting the chunks update before testing (I'm assuming that's a 'Yes')?
Have you guys set your video driver 'render ahead frames' to as low a setting as possible; 'OpenGL multithreading to OFF', etc? Are you using extended desktop mode with the Rift as the primary, or running in duplicate mode? Rift native res?
Jademalo wrote:There was a lot of slow tearing which looked extremely strange.
I see that if I run in duplicate mode, or with the Rift in extended and not the primary monitor.
Jademalo wrote:The test with distortion turned off is still fascinating
Minecrift renders at about 1.7 X resolution as soon as you turn on distortion, so there' a lot of extra rendering effort going on, not just the distortion shader. If you run 2X FSAA with distortion off, how does that feel?
Jademalo wrote:In addition, the more prediction, the better it seems to feel for me.
That must surely imply you have a lot of latency from when the sensor is polled, to when it actually ends up on the screen on your rift.
Jademalo wrote:Oh also, the new tilt mode thing you added flat out doesn't work. Crash on attempting to enable.
Euler versus Quaternion? Or something else? Could you post up a pastebin of the crash?
Jademalo wrote:What exactly is the difference now between reset origin and recalibrate? They seemingly do the same thing, all I can see is that one turns your character while the other doesn't. Tank mode renders reset origin useless though, I'm wondering if it's really neccesary having both still.
Nothing. I need to remove that now, thanks for the reminder!
CaptnYesterday wrote:VSYNC+Delayed render mode was a minimal difference to me as well. Although there was no tearing either way for me, "immediate" felt smoother. Maybe I can try this again in combination with other settings.(I learned something though. Vsync felt much smoother than I remember it.)
Again this seems to smooth out frame delivery for me somewhat. Hmmm. I agree that VSync feels good though.
CaptnYesterday wrote:Beyond that is there anyway to just get a dump of all your in-game settings?
EDIT:
Settings
Ok, this was all a stop-gap test to see if doing 'SDK 0.3.1' type stuff would improve things. It seems to have helped on my system, but not on others. My strategy now is to just get the new SDK plumbed into a preview build (Windows only for now) - the Oculus guys have no doubt done a somewhat more through job with the frame timing stuff than I can ever hope to achieve with a quick experiment!
We shall see!