On Tue, Sep 8, 2015 at 4:26 PM, Björn Blissing <bjorn.bliss...@vti.se> wrote:
> 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... It is described in this post (that you have mentioned too): https://developer.oculus.com/blog/asynchronous-timewarp-examined/ It was one of the reasons they had to go to Nvidia (the other being the direct mode support), because it is not possible to implement it without driver support. > > 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. Yes, that is the asynchronous timewarping in the new SDK. The "original timewarp" does not have any effect on framerate (you still need to render every frame + you are rendering the warping at the end), only on perceived tracking latency. The difference is explained in that blog article by their chief software architect. The original timewarping by J. Carmack is described here: https://web.archive.org/web/20140719085135/http://www.altdev.co/2013/02/22/latency-mitigation-strategies/ Regards, J. _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org