GPU buffering: Difference between revisions
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The following picture illustrates the classic processing model used in [[VR applications]]: | The following picture illustrates the classic processing model used in [[VR applications]]: | ||
[[File:render pipline basic1.png]] | |||
*I = user input, S = simulation, R = rendering command, G = rendering of graphics, V = scanout, | = Vsync | *I = user input, S = simulation, R = rendering command, G = rendering of graphics, V = scanout, | = Vsync | ||
As you can see, rendering takes place only after every rendering command has been issued. This introduces unnecessary latency and simultaneously suggests a simple solution. If GPU buffering is prevented, rendering can start as soon as the first command is issued, thus reducing 16ms of latency. | As you can see, rendering takes place only after every rendering command has been issued. This introduces unnecessary latency and simultaneously suggests a simple solution. If GPU buffering is prevented, rendering can start as soon as the first command is issued, thus reducing 16ms of latency. | ||
[[File:render_pipeline_no_gpu_buffering1.png]] | |||
==References== | ==References== | ||
<references /> | <references /> |