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[[Asynchronous Spacewarp]] or '''ASW''' applies animation detection, camera [[translation]], and head translation to previous frames in order to predict the next frame. As a result, motion is smoothed and applications can run on lower performance hardware. ASW expends upon [[Asynchronous Timewarp]] (ATW), which only applies to the [[rotational tracking]] of the head.
[[Asynchronous Spacewarp]] or '''ASW''' applies animation detection, camera [[translation]], and head translation to previous frames in order to predict the next frame. As a result, motion is smoothed and applications can run on lower performance hardware. ASW expends upon [[Asynchronous Timewarp]] (ATW), which only applies to the [[rotational tracking]] of the head.


The Rift operates at 90Hz. When an application fails to submit frames at 90Hz, the Rift runtime drops the application down to 45Hz with ASW providing each intermediate frame.
The Rift operates at 90Hz. When an application fails to submit frames at 90Hz, the Rift runtime drops the application down to 45Hz with ASW providing each intermediate frame. Asynchronous SpaceWarp (ASW) enables users to run the Oculus Rift on lower specification hardware than our current recommended specification.


ASW tends to predict linear motion better than non-linear motion. If your application is dropping frames, you can either adjust the resolution or simply allow ASW to take over.
ASW tends to predict linear motion better than non-linear motion. If your application is dropping frames, you can either adjust the resolution or simply allow ASW to take over.
Asynchronous SpaceWarp (ASW) enables users to run the Oculus Rift on lower specification hardware than our current recommended specification.


ASW is available with the release of the Oculus 1.10 runtime. It will be enabled across all ranges of hardware and systems that support the feature, and activated for all applications. ASW will automatically engage whenever the application needs extra time for rendering. For developers the [[Oculus Debug Tool]] will provide support for controlling ASW for development purposes.
ASW is available with the release of the Oculus 1.10 runtime. It will be enabled across all ranges of hardware and systems that support the feature, and activated for all applications. ASW will automatically engage whenever the application needs extra time for rendering. For developers the [[Oculus Debug Tool]] will provide support for controlling ASW for development purposes.
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#Never assume the display frame time is 1/90th of a second (or any other constant value). Run application simulations including animations and physics based on elapsed real time, not frame counts. There are a number of frame rates found on current VR headsets. The range today is anywhere from 45 fps to 120 fps. Fixing computations to any expected value will guarantee your application runs at the wrong rate on any other hardware. Timing the application to the frame rate will almost certainly result in bugs and poor experiences.
#Never assume the display frame time is 1/90th of a second (or any other constant value). Run application simulations including animations and physics based on elapsed real time, not frame counts. There are a number of frame rates found on current VR headsets. The range today is anywhere from 45 fps to 120 fps. Fixing computations to any expected value will guarantee your application runs at the wrong rate on any other hardware. Timing the application to the frame rate will almost certainly result in bugs and poor experiences.
#Provide quality settings that are easy for users to understand. Simple Low/Medium/High quality settings allow users to tweak a preferred quality sweet spot. Esoteric or hard to understand settings will result in users poorly tuning their application settings and having a negative experience with your software.<ref name="oculus blogpost">https://developer.oculus.com/blog/asynchronous-spacewarp/</ref>
#Provide quality settings that are easy for users to understand. Simple Low/Medium/High quality settings allow users to tweak a preferred quality sweet spot. Esoteric or hard to understand settings will result in users poorly tuning their application settings and having a negative experience with your software.<ref name="oculus blogpost">https://developer.oculus.com/blog/asynchronous-spacewarp/</ref>
==As a Consumer, How to Take Advantage of ASW==
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==References==
==References==