โ08-07-2014 06:12 AM
โ08-07-2014 07:39 AM
โ08-07-2014 10:06 AM
"Afuerg" wrote:Yeah, that could lead to some terrible parallax inconsistency in the stereo render. I just read the main orientation. The sideways screen refresh is annoying enough.
This leads to both eyes rendering something differently if my program is running slow enough.
โ08-07-2014 10:30 AM
โ08-07-2014 11:06 AM
"brantlew" wrote:Which would work until you drop to 30fps. Please no sideways scan on CV.
Timewarp works to precisely predict the position of each eye at the time of scanout. Because the screen scans out left to right there is small but significant difference between the predicted position of the left and right eye.
โ08-07-2014 12:12 PM
"kaetemi" wrote:"brantlew" wrote:Which would work until you drop to 30fps. Please no sideways scan on CV.
Timewarp works to precisely predict the position of each eye at the time of scanout. Because the screen scans out left to right there is small but significant difference between the predicted position of the left and right eye.
โ08-07-2014 02:12 PM
"jherico" wrote:
If you've dropped to less than half of the refresh rate, then you should render one eye per frame and rely on timewarp to position the most recently rendered image for the other eye. It's not ideal but it's better than nothing.
โ08-07-2014 02:25 PM
"kaetemi" wrote:"jherico" wrote:
If you've dropped to less than half of the refresh rate, then you should render one eye per frame and rely on timewarp to position the most recently rendered image for the other eye. It's not ideal but it's better than nothing.
That sounds kind of terrible. I find inconsistent parallax a bit more annoying than a little framerate drop.
Timewarp can't magically hande positional movement. IPD would appear jumping around like crazy.
โ08-07-2014 02:37 PM
"jherico" wrote:
Moving objects might suffer, but I doubt it would be that bad. It wouldn't be hard to forcibly simulate the effect. Alternatively, if you're not hitting your framerate targets you can dynamically lower the texture size of the offscreen rendering buffer to reduce the number of pixels you need to render at the cost of some image quality.