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Stuttering on Oculus Rift

RichJacobUK
Advocate

Stuttering on Oculus Rift

RichJacobUK
Advocate
Advocate

Hi All,

 

Im really excited about the possibilities with Max Interactive, but I'm currently stuck right at the first hurdle :(.

My Issue is stuttering when I deploy to Oculus Rift.

 

The Hardware im using is a Dell Precision T5810

Geforce GTX980

Xeon E5-1650 V3 @3.50Ghz, HT

16Gb Ram

Win 7

 

This is my Workflow

I have created a very simple room in 3ds Max 2018. It has long window on one wall and two glass panelled doors on the opposite wall. I have a few columns in the corners and some fire extinguishers on the wall. The only textures in the scene are on the labels on the fire extinguishers. The rest of the materials are default Direct x shaders.

Im connecting to Stingray/Interactive from Max , and doing a "send selection" for each separate piece of geometry. ( Ceiling, Floor, walls, windows, columns, fire extinguishers). I also had 7 photometric lights in the scene in Max, so I sent them over to Interactive too. Everything goes over great.

 

Now this is where I may be going wrong.

In Stingray (I'll call it Stingray from now on 🙂

I create a scene using the Desktop VR template. Then I delete all of the objects (units) from the scene , including lights . Then I pull in all of my models from the asset window and place them correctly.

I also pull in my lights and place them . Then adjust the settings to get them looking nice. At this point everything looks great in the view port and when I test the scene  .. it looks great .

Next I bake the lights . Then I add a reflection globe and bake it. Then add a couple more reflection globes.

  So as far as Im aware its still a very simple scene.. am I wrong ?

 

So my next step is to "Save All" . Then I deploy the project to Windows, and run it in Oculus Rift.

 

Everything looks great on the rift... but then a few seconds in and it starts to stutter as I look around. Its worse as I look at far objects. But still stutters a bit whilst looking at close objects. Sometimes it will go a bit longer before it stutters but it always ends up stuttering.

 

Ive tried removing, lights or removing reflection globes and this does seem to help a bit , but totally defeats the object of why im using Max Interactive.

 

I notice on the Oculus Home screen demo room , its totally smooth and runs beautifully. So I'm now stuck trying to figure out what Im doing to my scenes that is causing this. Or is it a hardware issue ?

 

Can anyone help with this or point me in the direction of any info about it. Also If there is anyone who would be up for looking at my scene I would be happy to upload it .

 

Either way, thankyou in advance for any help.

 

Kind regards

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RichJacobUK
Advocate
Advocate

Just to add to this. I just deployed the VR Desktop template without making any changes and ran it up with the Oculus Rift, and I get stuttering with that too.

 

Thanks again for any help with this.

 

KInd regards.

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Shanii2
Collaborator
Collaborator

Its a general rule when ever want to creat a project.for a plateform then use a template project or online example.  and deploy it as is,,  and taking notes of its settings figuring out the issues and troubleshoot.   then create a new level on that project which has been tested for deploying successfully and running correctly. and then bring in your project and assets,  you can simply import and export asset from other which you were working at, and make sure to properly update the project.lua to launch your level and your UI,  make sure to properly update boot.package and then deploy it and start taking notes where you may be wrong, it works better this way  , might be you havent optimized it not properly implemented logic, scene and resources are not properly bundled or so... This way you can easily setup running project for deployment,  do not delete the assets and units in template levels create a new one, you might disrupt alot of stuff happening backend which can help you in troubleshooting yours.

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RichJacobUK
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Advocate

Thankyou again for your time and advice @Shanii2 ,

 

At present im just finishing off another job (non VR) . But when Im done in a few hours I will go through your reply and try and figure some things out 🙂 100% I will have more questions lol.

 

One quick question though. You mentioned " do not delete the assets and units in template levels create a new one," ,

Did you mean open the template (in my case VR Desktop) and then save it as a new project, then remove the unwanted assets ?

 

Thankyou again for your time.

 

Regards.

 

 

 

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Shanii2
Collaborator
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Accepted solution

it means to just create a new level, and load in your project assets/stuff in that, once that template project has been successfully deployed you can just later change the project.lua and boot.package to load your content and level, and your own UI.

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RichJacobUK
Advocate
Advocate

Hi,

Just to update on this issue.

@Shanii2 I used your method for creating a new level and it now seems much more stable. One thing I did notice though and I think could have been a small part of the problem was my lighting. I had imported 7 photometric lights from 3ds Max and had previously set the baking to "Indirect" . I tried setting the Baking to "Direct & Indirect" and everything became nice and smooth.  Not 100% sure if this was just a coincidence but thought it worth mentioning . Can anyone confirm is this may have had an effect ?

 

All in all , I think I'm on the right track now. Thanks again @Shanni

 

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