While presenting but headset not on, Oculus WebXR implementation doesn't restrict frame rate. |
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Issue descriptionWhile the headset isn't on, there is no vsync signal, so calls to wait for vsync seem to return immediately. This has lead to very high framerates that can be confusing, and wastes power/resources. Potentially we could detect we're in this state, and tell blink to wait for window raf. |
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Comment 1 by billorr@chromium.org
, Dec 7