Arena4D 2.0 + Oculus Rift Support

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Mark Christy
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Re: Arena4D 2.0 + Oculus Rift Support

Post by Mark Christy » Mon Mar 21, 2016 2:21 pm

IngSayyad wrote:amazing. How many points/triangles can be handled?
Our point cloud engine only displays what is visible, so the base data set can be of any size you like. Whether you have 1million or 10billion points you can walk around it with the Oculus Rift headset and interact with it.

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Re: Arena4D 2.0 + Oculus Rift Support

Post by pburrows145 » Mon Mar 21, 2016 4:23 pm

Are you managing 60hz refresh rate with the pointcloud Mark?

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Re: Arena4D 2.0 + Oculus Rift Support

Post by Mark Christy » Tue Mar 22, 2016 9:34 am

Paul,

As with anything computer related the answer is "yes".. "but..."

I think it's worth explaining what's going on with the Oculus Rift and our engine to understand where I'm coming from..

1) Oculus has two eye pieces at near HD (1920x1080) resolution which you send slightly different views to. This creates the 3D effect. If you sent the same image it would be faster but you wouldn't have 3D.

2) Typically in software to "pick" something on the screen it's rendered in a special way before the final RGB rendering. Therefore you have to draw everything twice.

So.. to render into the Oculus glasses you would have to render your scene 4 times in HD. So if your engine currently gives you 30FPS in HD you're going to be looking at 7.5FPS with Oculus Rift.

Now.. luckily we have a cunning way to render the point cloud for picking which means it's not a 2x penalty for us, so rendering into Oculus we suffer around a 2.5x drop in performance rather than 4x.

With my 4 year old desktop computer I see between 40FPS and 300FPS(Hz) in different scenes depending on number of objects and point clouds loaded at full resolution. So on Oculus I would get between 16Hz and 120Hz. With a more modern graphics card I would expect that to be much better.

Irrespective of the Hz the engine is running at it seems the Oculus Rift runtime always submits data at 60hz so if you've not updated the image frame in time, the last one will be used. Therefore we never see any tearing on the headset.

Also I think it's important to understand that the 60Hz refresh specified by Oculus is more important for games where you're running around at high speed and quickly moving your head side to side and around. When studying point cloud data it's a more detailed, slower and controlled movement so lower refreshes are not such an issue.

Hope that all made sense.. like I said the answer is "yes".. but there are caveats.

Mark

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Re: Arena4D 2.0 + Oculus Rift Support

Post by pburrows145 » Tue Mar 22, 2016 3:18 pm

Spot on, thank you

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Re: Arena4D 2.0 + Oculus Rift Support

Post by Andy H » Tue Mar 22, 2016 8:21 pm

Mark, do you moonlight writing the "idiots guides" to........? ;-)

If not u shoukd


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Re: Arena4D 2.0 + Oculus Rift Support

Post by pburrows145 » Tue Mar 22, 2016 8:30 pm

What are you saying Andy?? :o

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Andy H
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Re: Arena4D 2.0 + Oculus Rift Support

Post by Andy H » Tue Mar 22, 2016 11:48 pm

Lol. A genuine compliment to guru Christy to be able to explain things well


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Re: Arena4D 2.0 + Oculus Rift Support

Post by tbwester » Wed Mar 23, 2016 2:44 am

Mark that was excellent. Would love to chat sometime. I hope you will be at spar here in Houston next month.

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Re: Arena4D 2.0 + Oculus Rift Support

Post by Mark Christy » Wed Mar 23, 2016 8:03 am

Andy H wrote:Lol. A genuine compliment to guru Christy to be able to explain things well


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Of course Andy I can accept the compliment.. if I haven't made up everything I've said.. ;)

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Re: Arena4D 2.0 + Oculus Rift Support

Post by Mark Christy » Wed Mar 23, 2016 8:04 am

tbwester wrote:Mark that was excellent. Would love to chat sometime. I hope you will be at spar here in Houston next month.
Afraid as an engineer I'm not allowed to leave my desk for extended periods of time...

However my colleague Mark Estcourt will be at SPAR so you can question him as much as you like :)

Mark

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