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'''Timewarp''' or '''Time warping''' is a technique in [[VR]] that warps the rendered image before sending it to the display to correct for the head movement occurred after the rendering.<ref name=ATW blog1">https://www.oculus.com/blog/asynchronous-timewarp/</ref> Timewarp can reduce [[latency]] and increase or maintain [[frame rate]]. Additionally, it can reduce [[judder]] caused missed frames (when frames take too long to render).<ref name="YT1">https://www.youtube.com/watch?v=WvtEXMlQQtI</ref> This process takes the already rendered image, modify it with freshly collected positional information from your [[HMD]]'s sensors, then display it to your screen. Utilizing [[depth maps]] ([[Z Buffers]]) already present in the engine, Timewarp requires very little computation. | '''Timewarp''' or '''Time warping''' is a technique in [[VR]] that warps the rendered image before sending it to the display to correct for the head movement occurred after the rendering.<ref name=ATW blog1">https://www.oculus.com/blog/asynchronous-timewarp/</ref> Timewarp can reduce [[latency]] and increase or maintain [[frame rate]]. Additionally, it can reduce [[judder]] caused missed frames (when frames take too long to render).<ref name="YT1">https://www.youtube.com/watch?v=WvtEXMlQQtI</ref> This process takes the already rendered image, modify it with freshly collected positional information from your [[HMD]]'s sensors, then display it to your screen. Utilizing [[depth maps]] ([[Z Buffers]]) already present in the engine, Timewarp requires very little computation. | ||
Timewarp is a feature of [[Oculus SDK]]. It was initially released in the version 0.3.1 of the SDK. | |||
'''Asynchronous Timewarp''' or '''ATW''' is | '''Asynchronous Timewarp''' or '''ATW''' is | ||
==How Timewarp Reduces Latency== | ==How Timewarp Reduces Latency== |