On Sun, Feb 8, 2015 at 5:17 PM,  <si...@mungewell.org> wrote:
> I also believe that oculusosgviewer uses it's own rendering code, and does
> not take advantage of Oculus' optimized code and/or timewarping.


AFAIK, you can do both, but integrating the Oculus rendering is a
fairly big PITA, because of how deep in the pipeline the code sits.

The timewarp feature will at best fool your viewer thinking that the
latency is less than a frame, nothing more. It has to usably work
without the timewarp as well.
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