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Starred by 4 users

Issue metadata

Status: WontFix
Owner: ----
Closed: Oct 2017
Cc:
Components:
EstimatedDays: ----
NextAction: ----
OS: Windows
Pri: 3
Type: Bug
Proj-XR



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WebVR on HMD runs at monitor refresh rate when v-sync is on from NVIDIA control panel

Reported by oetu...@nvidia.com, Jul 27 2016

Issue description

Version: Chromium experimental WebVR branch 54.0.2803.0. Built from sources on 2016-07-22.
OS: Windows 10

What steps will reproduce the problem?
(1) Set v-sync to “On” instead of the default “Application-controlled” from NVIDIA control panel 3D settings.
(2) Run Chromium built from the experimental WebVR branch.
(3) Run https://toji.github.io/webvr-samples/03-vr-presentation.html on a HMD, either Vive or Oculus.

What is the expected output?
WebVR runs at the HMD FPS, usually 90 FPS.

What do you see instead?
WebVR runs at most at the monitor refresh rate, usually 60 FPS.

Other VR apps are still able to run 90 FPS with v-sync on in the control panel, so it must be something that Chrome is specifically doing that prevents it from running at 90 FPS in this case.
 
To allow the VR frames to be rendered at the HMD's native refresh rate the current WebVR experimental builds are calling wglSwapIntervalEXT(0), which I believe is specifically overridden by the NVIDIA control panel setting in question. I'm not aware of another way to disable V-Sync.

Perhaps the other applications you've tested are D3D-based? Have you had any opportunity to try with an OpenGL application that has had V-Sync forced on?

Comment 2 by oetu...@nvidia.com, Jul 28 2016

You're right, I just confirmed it's an issue with other OpenGL apps too, not just Chromium, I suppose the issue is more on our end. The other apps I was testing with were D3D based. When WebVR ships, will it support D3D rendering?
Labels: Proj-VR
Labels: VR-Desktop
Status: Available (was: Untriaged)
Status: WontFix (was: Available)
This is not related to mainline Chromium.
Components: Blink>WebXR

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