Asynchronous Spacewarp: Difference between revisions
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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 | 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== |