[osg-users] Oculus+OSG

Jan Ciger jan.ciger at gmail.com
Tue Sep 1 07:31:40 PDT 2015


On Tue, Sep 1, 2015 at 2:57 PM, Christian Buchner
<christian.buchner at gmail.com> wrote:
>
> In this case I am using a slightly modified DirectShow OSG plug-in, running
> the osgviewer in single threaded mode. The plug-in provides an
> osg::ImageStream and updates a texture that is displayed in the OSG scene.
> The camera is an USB 3.0 model, and I would expect it to be one of the
> fastest "web cams" out there.

The DirectShow filter chain alone will add you several frames of
latency easily. DirectShow is far from a real time, low latency API.

The fact that the camera is an USB 3.0 model is a red herring - that
only affects how fast it could *theoretically* transfer data but has
no impact on the various buffering and processing done once the data
are in your machine.

> I am hoping that OpenGL applications also benefit from the low level driver support created for the Oculus and similar VR devices.

Even if they didn't, even the plain old Rift DK1 has a sub 20ms
latency. So that is certainly not the source of your problem.

J.



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