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==Timewarp and Judder== | ==Timewarp and Judder== | ||
Dropped frames can cause judder. When the engine takes too long to render a frame, the frame will be missed, causing judder. This can be mediated by using [[timewarp]]. While using timewarp to solve this problem works well in a rotational-only system, problems can a raise when positional / translational tracking is introduced. | Dropped frames can cause judder. When the engine takes too long to render a frame, the frame will be missed, causing judder. This can be mediated by using [[timewarp]]. While using timewarp to solve this problem works well in a rotational-only system, problems can a raise when positional / translational tracking is introduced. | ||
When using timewarp, moving objects such as an animated character can also cause judder. The notice-bility of the judder depends on the size and speed of the moving object.<ref name="ATW blog1">https://www.oculus.com/blog/asynchronous-timewarp/</ref> | |||
==References== | ==References== |