Turn on forced reprojection on i5 systems

This commit is contained in:
Brad Davis 2016-10-07 13:36:49 -07:00
parent b0c2bda898
commit 8526ac74a5

View file

@ -39,6 +39,10 @@ const QString StandingHMDSensorMode = "Standing HMD Sensor Mode"; // this probab
PoseData _nextRenderPoseData; PoseData _nextRenderPoseData;
PoseData _nextSimPoseData; PoseData _nextSimPoseData;
#define MIN_CORES_FOR_NORMAL_RENDER 5
bool forceInterleavedReprojection = (QThread::idealThreadCount() < MIN_CORES_FOR_NORMAL_RENDER);
static std::array<vr::Hmd_Eye, 2> VR_EYES { { vr::Eye_Left, vr::Eye_Right } }; static std::array<vr::Hmd_Eye, 2> VR_EYES { { vr::Eye_Left, vr::Eye_Right } };
bool _openVrDisplayActive { false }; bool _openVrDisplayActive { false };
// Flip y-axis since GL UV coords are backwards. // Flip y-axis since GL UV coords are backwards.
@ -399,7 +403,10 @@ bool OpenVrDisplayPlugin::internalActivate() {
}); });
// enable async time warp // enable async time warp
//vr::VRCompositor()->ForceInterleavedReprojectionOn(true); if (forceInterleavedReprojection) {
vr::VRCompositor()->ForceInterleavedReprojectionOn(true);
}
// set up default sensor space such that the UI overlay will align with the front of the room. // set up default sensor space such that the UI overlay will align with the front of the room.
auto chaperone = vr::VRChaperone(); auto chaperone = vr::VRChaperone();