From f7be8238626b5f3167954dde32610cbca4e1ddfd Mon Sep 17 00:00:00 2001 From: Mike Miller Date: Thu, 22 Apr 2021 08:08:21 +0300 Subject: [PATCH] Enable 90Hz mode for Oculus --- Assets/Scripts/UserConfig.cs | 12 ++++++++++++ Assets/Scripts/VrSdk.cs | 23 +++++++++++++++++++++++ 2 files changed, 35 insertions(+) diff --git a/Assets/Scripts/UserConfig.cs b/Assets/Scripts/UserConfig.cs index 2f4c7f4006..f2096c8810 100644 --- a/Assets/Scripts/UserConfig.cs +++ b/Assets/Scripts/UserConfig.cs @@ -305,6 +305,7 @@ public struct VideoConfig private const float kDefaultSmoothing = 0.98f; private const float kDefaultOdsPoleCollapsing = 1.0f; + private const float kDefaultDisplayRefresh = 72.0f; float? m_FPS; public float FPS @@ -476,6 +477,17 @@ public float OdsPoleCollapsing } } } + + float? m_DisplayRefresh; + public float DisplayRefresh + { + get { return m_DisplayRefresh ?? kDefaultDisplayRefresh; } + set + { + m_DisplayRefresh = value; + } + } + } public VideoConfig Video; diff --git a/Assets/Scripts/VrSdk.cs b/Assets/Scripts/VrSdk.cs index 5785e3ebaf..a93ae15991 100644 --- a/Assets/Scripts/VrSdk.cs +++ b/Assets/Scripts/VrSdk.cs @@ -193,6 +193,22 @@ void Awake() manager.useRecommendedMSAALevel = false; SetControllerStyle(TiltBrush.ControllerStyle.OculusTouch); + + // Set custom refresh rate, if possible. To see the current framerate, look in the logs for prints like this one. The first number is the actual frame rate, the second is the display refresh rate (aka target) + // VrApi : FPS=90/90,Prd=33ms,Tear=0,Early=0... + float targetDisplayRefresh = App.UserConfig.Video.DisplayRefresh; + float[] freqs = OVRManager.display.displayFrequenciesAvailable; + foreach (float freq in freqs) + { + if (Math.Abs(freq - targetDisplayRefresh) < 1) + { + OVRPlugin.systemDisplayFrequency = freq; + OVRManager.DisplayRefreshRateChanged += DisplayRefreshRateChanged; + Debug.Log($"Set display refresh to {freq}"); + break; + } + } + // adding components to the VR Camera needed for fading view and getting controller poses. m_VrCamera.gameObject.AddComponent(); m_VrCamera.gameObject.AddComponent(); @@ -343,6 +359,13 @@ private void OnInputFocus(params object[] args) m_HasVrFocus = (bool)args[0]; } +#if OCULUS_SUPPORTED + private void DisplayRefreshRateChanged (float fromRefreshRate, float ToRefreshRate) + { + Debug.LogWarning(string.Format("Refresh rate changed from {0} to {1}", fromRefreshRate, ToRefreshRate)); + } +#endif + private void OnNewPoses() { if (NewControllerPosesApplied != null)