Skip to content

Why does the warp usd output not play at the fps set? #12

Answered by cadop
cadop asked this question in Q&A
Discussion options

You must be logged in to vote

So the answer seems to be a "omniverse create" issue/setting. Warp will honor the 1200fps setting, it isn't skipping anything. Every frame is stored in USD and is set as 1fps. However, if the computer can't render in time, it will skip the frame. One way that seems to help visualize if the computer is slow is to set "Time Codes Per Second" (Under Layer Property of Create) to a value smaller than 1 (e.g. 0.1).

Basically, as I understand it, warp acts as a traditional physics simulator, and Create is acting more like Unity or real-time game engine.

Replies: 1 comment

Comment options

You must be logged in to vote
0 replies
Answer selected by cadop
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Category
Q&A
Labels
None yet
1 participant