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Dynamic framerate + tracking submission phase sync #1636

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@zarik5 zarik5 commented May 23, 2023

  • Sync server framerate to the client instead of using the nominal framerate set during handshake
  • Submit poses to SteamVR once per frame with phase automatically optimized to reduce stutter

@zarik5 zarik5 force-pushed the dynamic-framerate+tracking-phase-sync branch 2 times, most recently from 549371b to 9d47919 Compare May 30, 2023 10:54
@zarik5 zarik5 force-pushed the dynamic-framerate+tracking-phase-sync branch 2 times, most recently from 603df98 to 069b877 Compare June 1, 2023 10:06
@zarik5 zarik5 force-pushed the dynamic-framerate+tracking-phase-sync branch 9 times, most recently from b1564af to e6d3480 Compare June 6, 2023 03:44
@zarik5 zarik5 force-pushed the dynamic-framerate+tracking-phase-sync branch from e6d3480 to 03f6be2 Compare June 16, 2023 05:14
Reduce tracking frequency to head fps
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Is this PR still relevant?

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zarik5 commented Feb 7, 2024

@Titaniumtown Yes, I plan to finish this someday. But priorities changed. My priorities are mostly dependent on my work at SandboxVR. Currently this feature will not benefit us since our games still don't meet the minimum refreshrate of the headsets, so phase sync will not work.

@zarik5 zarik5 force-pushed the master branch 2 times, most recently from d01478e to 005c4c7 Compare March 22, 2024 09:18
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zarik5 commented May 10, 2024

Since Direct mode on linux is coming, this PR can be worked only after that. This is because the vulkan layer code path needs specific fixes to make phase sync work

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