func (hmd *Hmd) EndFrameTiming() { C.ovrHmd_EndFrameTiming(hmd.hmdRef) }
// Marks the end of game-rendered frame, tracking the necessary timing information. This // function must be called immediately after Present/SwapBuffers + GPU sync. GPU sync is important // before this call to reduce latency and ensure proper timing. func (hmd *Hmd) EndFrameTiming() { C.ovrHmd_EndFrameTiming(hmd.cptr()) }