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Allow Enabling 90Hz mode for Oculus #108
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Original file line number | Diff line number | Diff line change |
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@@ -193,6 +193,22 @@ void Awake() | |
manager.useRecommendedMSAALevel = false; | ||
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SetControllerStyle(TiltBrush.ControllerStyle.OculusTouch); | ||
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// 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) | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I wasn't sure if we should do this check here or in UserOptions, but it needs the |
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{ | ||
if (Math.Abs(freq - targetDisplayRefresh) < 1) | ||
{ | ||
OVRPlugin.systemDisplayFrequency = freq; | ||
OVRManager.DisplayRefreshRateChanged += DisplayRefreshRateChanged; | ||
Debug.Log($"Set display refresh to {freq}"); | ||
break; | ||
} | ||
} | ||
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// adding components to the VR Camera needed for fading view and getting controller poses. | ||
m_VrCamera.gameObject.AddComponent<OculusCameraFade>(); | ||
m_VrCamera.gameObject.AddComponent<OculusPreCullHook>(); | ||
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@@ -343,6 +359,13 @@ private void OnInputFocus(params object[] args) | |
m_HasVrFocus = (bool)args[0]; | ||
} | ||
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#if OCULUS_SUPPORTED | ||
private void DisplayRefreshRateChanged (float fromRefreshRate, float ToRefreshRate) | ||
{ | ||
Debug.LogWarning(string.Format("Refresh rate changed from {0} to {1}", fromRefreshRate, ToRefreshRate)); | ||
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} | ||
#endif | ||
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private void OnNewPoses() | ||
{ | ||
if (NewControllerPosesApplied != null) | ||
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I wasn't sure if
Video
was the right section for this, but I didn't see anything better. It seems like it's mostly video out stuff...