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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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When it comes to virtual reality, ATW and ASW are siblings and complement each other. Timewarp is great for accommodating head rotation. In fact, it's perfect for static images at a distance. For applications like 360 videos and features on the horizon, Spacewarp is unnecessary. Conversely, Spacewarp is pretty good for animated objects up close but not so great at tracking head rotation.
When it comes to virtual reality, ATW and ASW are siblings and complement each other. Timewarp is great for accommodating head rotation. In fact, it's perfect for static images at a distance. For applications like 360 videos and features on the horizon, Spacewarp is unnecessary. Conversely, Spacewarp is pretty good for animated objects up close but not so great at tracking head rotation.


With ASW, Oculus is building on ATW to produce the best virtual reality experience possible. Effective latency is kept low and head tracking as before is smooth—and now, moving elements within VR are also kept smooth.<ref name="oculus blogpost">https://developer.oculus.com/blog/asynchronous-spacewarp/</ref>
With ASW, Oculus is building on ATW to produce the best virtual reality experience possible. Effective latency is kept low and head tracking as before is smooth, and now, moving elements within VR are also kept smooth.<ref name="oculus blogpost">https://developer.oculus.com/blog/asynchronous-spacewarp/</ref>


==Requirements==
==Requirements==