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Poor performance with osgXR #10

@opalomaresg

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@opalomaresg

Hi!
I have been trying to use osgXR with Quest3 on Windows, to adapt an old parachuting simulator application based on openSceneGraph with Oculus Rift to the new Quest 3 headset, but I encountered several problems that I was trying to fix:

  • Low performance of the application with osgXR (tipically ~18 FPS, or [30-60 FPS] in best case), which causes the image in the headset to have some delay compared to the movement of the headset.
  • The mirror image representation in the monitor is not updated when the image is displayed in the headset.
  • (...)
    I know that this project is still in development and there are still issues to resolve, but I don't know if you are also experiencing these problems. I tried to address some of these issues while adding the capability to show the passthrough image from the cameras of the Quest 3 headset.

On the other hand, I tried to modify the osgOculus library code on which my simulator was based to incorporate the openXR API and thus access the passthrough camera images and integrate them into the virtual scene. Although I have dedicated little time to it, the result has been quite good (good application performance ~72 Hz, correct representation of the mirror image on the monitor window, integration of the passthrough image into the virtual scene, etc.).
Since you have shared this project with me and I see that you are still working on it, I am willing to share my solution in case it might be useful to you.

Greetings!

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