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latent Frame presentation

Discussion in 'VR' started by marjan, Oct 29, 2017.

  1. marjan

    marjan

    Joined:
    Jun 6, 2009
    Posts:
    563
    Just updated to Unity3d 2014.2 and get this:
    `UnityEngine.XR.WSA.HolographicSettings.ActivateLatentFramePresentation(bool)' is obsolete: `Support for toggling latent frame presentation has been removed'.

    Setting this doubled framerate on cost of tracking precision. For my project this was essential. Any replacemnet or Workaround for it? Or is 2017.2 so much faster now?
     
  2. pfreese

    pfreese

    Unity Technologies

    Joined:
    Feb 23, 2015
    Posts:
    85
    This setting is no longer necessary, as the standard behavior now has the performance benefits of latent frame presentation while also eliminating latency errors.
     
  3. marjan

    marjan

    Joined:
    Jun 6, 2009
    Posts:
    563
    Hm interesting...
    i updated my Project now to work in 2017 and performance seems to be about the same as before with ActivateLatentFramePresentation activated.
    Devinatly not slower. if anything else got faster is hard to say.

    Thx a lot!
     
    pfreese likes this.