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As mentioned by @aaronfranke on the Godot Documentation repository:
Also, instead of hard-coding the target framerate and physics framerate to 90, is there a way to detect the headset's framerate? For example, the Oculus Quest is 72 Hz, the Rift S is 80 Hz, and the Valve Index can do either 120 Hz or 144 Hz.
I do not know if it is possible to get the framerate of the VR headset right now, but if this is possible, or becomes a feature in the future, then it would probably be a good idea to dynamically set the framerate rather than use a hard-coded value.
The text was updated successfully, but these errors were encountered:
As mentioned by @aaronfranke on the Godot Documentation repository:
I do not know if it is possible to get the framerate of the VR headset right now, but if this is possible, or becomes a feature in the future, then it would probably be a good idea to dynamically set the framerate rather than use a hard-coded value.
The text was updated successfully, but these errors were encountered: