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Am 05.03.2015 um 09:25 schrieb scott:
>> Better have the GPU render to an interim image buffer (possibly at low
>> framerate), and have a separate thingumajig do high-speed fixed-rate
>> mapping of that interim image buffer to the VR display, taking into
>> account the extrapolated direction you'll be facing the very moment the
>> image will actually appear.
>
> I think I remember reading thet top nVidia cards do that already, they
> just use the actual previous framebuffer at full resolution and shift it.
To all my knowledge that's not a video card specific thing, but a
general part of the Oculus API. (The application/game must be written to
support it though.)
For this to work best though, the framerate (and hence the lag, which
still exists) needs to be known so that the head movement can be
extrapolated into the future.
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