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Directx 11.1 has stereoscopic support.

Inscothen
Level 3
Although limited to windows 8, has anyone worked with this? Any drawbacks or benefits over current stereoscopic implementations?
4 REPLIES 4

guysherman
Level 2
The sample doesn't look like anything special, it just seems to be a sample showing how to have a swapchain that contains multiple render-target views. I would have thought that they could at least have showed how to use the geometry shader to render both views with a single draw-call (as you would for computing an environment map - Frank D Luna has a good example of this in his DirectX book).

guysherman
Level 2
Upon further examination, the advantage it provides is that certain display adapters can provide drivers which will present both of the render target views at the same time.

Probably not of much relevance to the rift at this stage because it uses a single framebuffer, but if you had some sort of display which takes two simultaneous framebuffers in (one for each eye), then this would be your way of doing it.

Inscothen
Level 3
alright, thanks for the info.

well, at least directx11.2 is bringing some cool features that could help with the Rift like tiled resources, and framebuffer scaling.

tlopes
Level 2
"Inscothen" wrote:
alright, thanks for the info.

well, at least directx11.2 is bringing some cool features that could help with the Rift like tiled resources, and framebuffer scaling.

I heard that they added some API magic to reduce latency too 🙂