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VR machine + projection machine + cluster clock

Q and A about functionality and how to solve a special task for your application.

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Robert
Posts: 318
Joined: 21 Jan 2012, 09:25
Location: Toulouse - France
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VR machine + projection machine + cluster clock

Post by Robert » 06 Apr 2019, 16:32

Hi,

Is it possible to synchronise a runtime running a VR configuration and another runtime running at 50fps for projection purpose ?

Regards,

Robert

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Karol
Posts: 640
Joined: 10 Jan 2012, 12:07

Re: VR machine + projection machine + cluster clock

Post by Karol » 09 Apr 2019, 16:23

Hi Robert,

in the AV Outputs configuration of the Ventuz Config Editor there is a 'Frame Rate Multiplier': https://www.ventuz.com/support/help/lat ... Rates.html

Your setup is pretty suboptimal because the least common multiple of 50 and 90 is 450. The projection machine would need to validate 9 times and the VR machine 5 times per frame.

Best Regards
Karol

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Robert
Posts: 318
Joined: 21 Jan 2012, 09:25
Location: Toulouse - France
Contact:

Re: VR machine + projection machine + cluster clock

Post by Robert » 11 Apr 2019, 23:04

Hi Karol,

Thank you very much.

Regards,
Robert

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Robert
Posts: 318
Joined: 21 Jan 2012, 09:25
Location: Toulouse - France
Contact:

Re: VR machine + projection machine + cluster clock

Post by Robert » 19 May 2019, 20:28

Karol,

This setting seems to be too hard to synchronise for the cluster. I switched to a 60hz ×3 + 90hz ×2 mixed timings.

Regards,

Robert

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Robert
Posts: 318
Joined: 21 Jan 2012, 09:25
Location: Toulouse - France
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Re: VR machine + projection machine + cluster clock

Post by Robert » 11 Jul 2019, 13:12

Hi Karol,

Here is my feedback regarding this setup. Multiplying the frame rate introduce a performance issue. Validation time increases too much. As soon as we multiply the frame rate the rendering is not able to reach 90 fps.

Regards,

Robert

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Karol
Posts: 640
Joined: 10 Jan 2012, 12:07

Re: VR machine + projection machine + cluster clock

Post by Karol » 12 Jul 2019, 12:40

That's the drawback of synchronizing two machines with different FPS.
The scene needs to be 'lightweight' enough to render in the first frame tough it's validated multiple times per frame.

Best Regards
Karol

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