Jump to content

Timewarp: Difference between revisions

OptoVR (talk | contribs)
Jelz (talk | contribs)
No edit summary
 
Line 22: Line 22:


==Limitations of Timewarp==
==Limitations of Timewarp==
Timewarp works well in a rotational only tracking system. When positional / translational tracking is introduced, it does not work as well and presents a few problems.<ref name=ATW blog1">https://www.oculus.com/blog/asynchronous-timewarp/</ref> When timewarp is used with positional tracking, only the rotational change is reflected in the resulting image. The positional change is ignore, causing [[judder]]. This is solved through the introduction of [[#Positional Timewarp|Positional Timewarp]].
Timewarp works well in a rotational only tracking system. When positional / translational tracking is introduced, it does not work as well and presents a few problems.<ref name=ATW blog1">https://www.oculus.com/blog/asynchronous-timewarp/</ref> When timewarp is used with positional tracking, only the rotational change is reflected in the resulting image. The positional change is ignored, causing [[judder]]. This is solved through the introduction of [[#Positional Timewarp|Positional Timewarp]].


Moving objects such as an animated character can also cause judder. The notice-bility of the judder depends on the size, number and speed of the moving object.<ref name=ATW blog1">https://www.oculus.com/blog/asynchronous-timewarp/</ref> Large and fast moving objects can cause very noticeable judder.
Moving objects such as an animated character can also cause judder. The notice-bility of the judder depends on the size, number and speed of the moving object.<ref name=ATW blog1">https://www.oculus.com/blog/asynchronous-timewarp/</ref> Large and fast moving objects can cause very noticeable judder.