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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
Solved! Go to Solution.