-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 On 08/09/15 19:48, Björn Blissing wrote: > I concur with your conclusion that it is highly likely that Oculus > are in fact using the asynchronous solution in the SDK0.6 and 0.7, > BUT they have not stated officially that the are using this. In > theory positional re-projection could be done in synchronous > rendering (although unlikely).
Positional reprojection could certainly be done synchronously (modulo artifacts, etc), but the Reddit video you have posted explictly shows framerate "smoothing". That wouldn't happen if you do the warping at the end of each frame (as before), regardless whether only rotational warp is done or both positional and rotational. The framerate will be the same or even a bit worse than before because more calculation has to be done per frame. However, the tracking latency will be perceived as lower, because the time between the movement and the change making it to the screen will be shorter. That's why I have concluded that the video is showing the new asynchronous timewarping technique - that one actually permits to fill-in for the missing frames and allows to smooth over framerate jitter and occasional missed vsync deadline. The "old style" timewarping doesn't do that (and was not advertised as a tool for that neither). J. -----BEGIN PGP SIGNATURE----- Version: GnuPG v2 iD8DBQFV709In11XseNj94gRAjXnAKCJHP+0FeNrcRr42q/GtTxRrU1T+QCg0WTy 3LeldC81cWSvU5YFT1OPF3k= =lrOB -----END PGP SIGNATURE----- _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org