Trinus Forum › Forums › Developers › connect PC game to GearVR-phone
Tagged: Android PC GearVR FPS
This topic contains 8 replies, has 2 voices, and was last updated by iees 3 years, 8 months ago.
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March 19, 2016 at 10:13 am #5036
I want to make my PC game connectable to Samsung GearVR
So I did a simple pre-test by simply connecting an Android phone to my PC.(over USB/Tethering, video fast mode, mouse tracking)
Everything works fine, except that the FPS of my game drops drastically from 35 to 15, when streaming to the phone !Normally streamers just pass on video from the PC to the phone, the same like when streaming a movie.
I therefore don’t understand how this can effect the FPS within my game.
Does Trinus burden the processor or graphics card additionally or is there another explanation ?March 19, 2016 at 6:48 pm #5040Not quite sure of what is your setup… it sounds like you are using the standalone server (setting video fast+mouse tracking), but also using the integrated server in your game?
March 20, 2016 at 9:24 am #5044Hi Loxai,
I guess it is standalone, as it concerns just the one PC streaming to one Phone.
Setups is as follows (I guess most of it is still as in default):
Motion Boost,
Video Fast,
Adv:Q1,
Compression slider: more or less on 80%,
Tracking: Mouse,
Fake3D: on,
Sensitiviy slider more or less on 70%,
Lens: VR one,
Size: Option A.March 20, 2016 at 7:25 pm #5047Ok, don’t use standalone server for game development, use the Unity lib instead (latest build here: http://trinusvr.com/server/trinus.unitypackage)
March 21, 2016 at 11:31 am #5050Hi, Loxai
I just imported the library into Unity, but I am having now 8 compilation errors. The first error is:
Assets/trinusLib/Scripts/ui/TrinusUI.cs(455,35): error CS1061: Type ‘UnityEngine.UI.Dropdown’ dies not contain a definition for ‘Clear Options’
(Api compatibility is set to .NET 2.0)But before we dive into this, the following question:
Does your library only bring benefit when testing in Unity in Editor mode, or does it also bring benefit when running the compiled game (the executable) ?March 21, 2016 at 7:54 pm #5052The library is meant for compiled games.
As for the errors, it might be an issue with Unity version, which one are you using?March 24, 2016 at 9:24 am #5064Ah, OK, that must be it.
I am using Unity 5.2.0. The reason is that the later versions do not work with Oculus Rift-DK2 anymore. As long as the final Rift is not out, I am still bound to testing with the old DK2….
What is the oldest Unity version that works with you library ?March 24, 2016 at 7:27 pm #5067I’ve been using 5.3.2.
You mention 8 errors, not sure what all those might be but in relation to the Dropdown, I think you can change corresponding lines to this (instead of ClearOptions and AddOptions):
dropdown.options.Clear ();
dropdown.options.AddRange (presets);March 28, 2016 at 10:27 am #5094I have found it. It is the spriteState property of the button, that is not accepted by the compiler.
For the time being, I have taken out the if statement that handles: b!= null.Hey, Ioxai, I am very enthusiastic about what you are doing. This is gone be much more professional and user friendly to the users.
Following remarks on my test so far as run in edit mode in Unity:
1: the PC’s own cursor and your cursor(triangle) don’t overlap. For hitting the buttons I have to sort of go for the middle between both cursors.
2: When your menu says: “Is the connection not working?” I am able to enter the IP address, but there is no clear enter-button. So I click around a bit, but I am never sure when the menu is taking really the address.
3: The game works, but my sounds are blocked for some reason.
4:I still see a drastic drop in FPS but I am not sure if it is a real drop or just the Unity editor itself getting confused by the communication. I have to do more tests on that.
5: The image was too narrow on the VR; however when I tried re-sizing the Unity screen on my PC, Unity crashed. -
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