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GPU buffering: Difference between revisions

Shadowdawn (talk | contribs)
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Shadowdawn (talk | contribs)
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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|500px]]
[[File:render pipline basic1.png|700px]]


*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
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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|500px]]
[[File:render_pipeline_no_gpu_buffering1.png|700px]]


==References==
==References==
<references />
<references />