Open Bug 1238436 Opened 9 years ago Updated 3 years ago

Support Oculus performance HUD via browser pref

Categories

(Core :: WebVR, enhancement)

enhancement

Tracking

()

People

(Reporter: vlad, Unassigned)

References

(Depends on 1 open bug)

Details

(Keywords: feature, Whiteboard: [webvr])

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(1 file)

The Oculus SDK includes a built-in performance hud; support it via a live-update pref.
Attachment #8706210 - Flags: review?(kgilbert)
Comment on attachment 8706210 [details] [diff] [review] support oculus perfhud Review of attachment 8706210 [details] [diff] [review]: ----------------------------------------------------------------- Looks good. Will be handy to have this as a live pref.
Attachment #8706210 - Flags: review?(kgilbert) → review+
Though... now that the Oculus Debug Tool exists as part of the runtime, which can toggle this stuff, do you think we still want or need the pref? Only reason that we may want it is if we want to have the ability to turn this stuff on in an automated test or something... otherwise, the Debug Tool is going to be more convenient I think.
(In reply to Vladimir Vukicevic [:vlad] [:vladv] from comment #2) > Though... now that the Oculus Debug Tool exists as part of the runtime, > which can toggle this stuff, do you think we still want or need the pref? > Only reason that we may want it is if we want to have the ability to turn > this stuff on in an automated test or something... otherwise, the Debug Tool > is going to be more convenient I think. I talked through this while visiting in SF. It seems that it would be very useful still, as it would enable the WebVR addon to toggle the display from a controller while wearing the HMD.
Whiteboard: [webvr]
Kip, this is supported now through turning on the perf hud in oculus config. Can we close?
Flags: needinfo?(kgilbert)
Asynchronous Timewarp is working with the 1.3 SDK implementation in Bug 1237417; however, there are still things we could do to enable Timewarp to work better, such as using ovrLayerEyeFovDepth layers rather than ovrLayerEyeFov layers. I'd suggest that this be lowered in priority and be done after the VR compositor work, which will make it easier to get the depth buffer from content.
Depends on: 1258504
Flags: needinfo?(kgilbert)
Keywords: feature
Summary: support oculus perf hud displays via pref → Support Oculus performance HUD via browser pref
I'll take this one and update the patch. A lot has changed, including Oculus SDK version. This is still valuable and I'd like to see it supported.
Assignee: vladimir → kgilbert
Component: Graphics → WebVR
Type: defect → enhancement

The bug assignee didn't login in Bugzilla in the last 7 months, so the assignee is being reset.

Assignee: kearwood → nobody
Severity: normal → S3
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