I think it can interferes badly with SDK VSync. I also put a SDL_GL_SetSwapInterval(0) to try to disable VSync. I used to get 75 Hz in extended mode - without judder, but with a visible tear line in the right eye.Īlso, try to play with VSync option in nVidia Control Panel. In extended mode are you able to set the DK2 to 75 Hz ? Normal (non-Rift) mode works fine, though.Īre you using SDL_GL_SetAttribute(SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, 1) ? I don't get correct colors in either mode.
![opengl 4.3 5970 opengl 4.3 5970](http://www.ozone3d.net/public/jegx/201208/opengl4.3-compute-shaders-01.jpg)
Did you encounter this problem? (SDK 0.4.3) However, it vsyncs at 60Hz, which leads to stuttering. Thanks a lot for that piece of information! Following that exact order (and eliminating all other calls that might interfere), I finally got direct mode working! I was surprised to get the Direct HMD mode working flawlessly (with this initialisation order : ovr_Initialize, ovrHmd_Create, window and GL context creation, ovrHmd_AttachToWindow, ovrHmd_ConfigureRendering). Is there some other experience that contradicts mine, or some devs at Oculus who know what's happening in that part of the SDK ? I want to know if this is something that would get corrected in future versions or if I have to do the old trick of sqrt'ing color writes. I don't know if the situation is the same with DirectX, but apparently this is a bug in the SDK. If I change the texture formats of my framebuffers from SRGB8 to RGB8 I just lose precision in dark colors (banding). And this is in Direct-HMD mode only, I have troubles using extended desktop mode (not related to the SDK) but I can see that colors are correct. If I omit this flag, the images on both my screen and the HMD are wrong (again, uncorrected linear colors). The ovrDistortionCap_SRGB flag is set in the ovrHmd_ConfigureRendering call, and I get a correct image on my desktop screen, but not in the HMD (too dark, like if I was outputing the linear colors directly). With the rift, I use two SRGB8 textures as framebuffers and use the SDK deformation renderer.
Opengl 4.3 5970 free#
I usually set my color textures to GL_SRGB8 format to get free conversion to linear space when reading textures, and when I output to color framebuffers (or FBO with GL_SRGB8 attached textures) I usually use the GL_FRAMEBUFFER_SRGB option. The only problem that disturbs me is that I can't get sRGB correction when outputing to the HMD in direct-HMD mode (colors are okay in extended desktop mode).
![opengl 4.3 5970 opengl 4.3 5970](https://static.filehorse.com/screenshots/benchmarking/opengl-extension-viewer-screenshot-01.png)
Opengl 4.3 5970 64 bits#
I work with SDL2, OpenGL 3.3 in default profile (compatibility ?) and Windows 7 64 bits for now. Here is my experience with the DK2 so far.