Jan Ciger wrote: > > Oh careful there. >
Not my words, I was only quoting the author of the videos. Jan Ciger wrote: > What he is actually showing is the effect of the asynchronous timewarp - if > you can't hit the framerate, you reproject/warp the previous frame. That's a > fairly new thing which required the driver support - you need to preempt the > current rendering command stream if you aren't going to hit the target and > re-project the old frame. > > The original idea of timewarping was to reduce the apparent tracking latency > by warping the rendered image to match the tracking data late in the frame. > That is what I was referring to - I doubt the latency reduction in the case > of positional tracking is worth the effort, because the tracker is running at > a comparable/same speed as your application. > In the "Oculus Rift Developer Guide" you will not find a word about asynchronous time warp. They are only saying that the compositing framework is handling distortion, timewarp, and GPU synchronization, whatever that incurs... I don't know if this means that Oculus currently are doing pure "original timewarp", pure "asynchronous timewarp" or a combination of the two (since its all happening inside the closed source part of the Oculus SDK). But the feature shown in the videos is currently available. /Björn ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=65062#65062 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org