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Does anyone know when ATW was added?

VRPlayers
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Hey Guys!
Historical background, does anyone know when ATW was added?

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kojack
MVP
MVP

For PC, ATW was added in 2016 with runtime 1.3, the first public release of the new oculus architecture that coincided with the release of the Rift CV1.

https://developer.oculus.com/blog/asynchronous-timewarp-on-oculus-rift/

 

But it existed before that, Oculus first used it on the Gear VR Innovator Edition (2014).

https://developer.oculus.com/blog/asynchronous-timewarp-examined/

 

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kojack
MVP
MVP

For PC, ATW was added in 2016 with runtime 1.3, the first public release of the new oculus architecture that coincided with the release of the Rift CV1.

https://developer.oculus.com/blog/asynchronous-timewarp-on-oculus-rift/

 

But it existed before that, Oculus first used it on the Gear VR Innovator Edition (2014).

https://developer.oculus.com/blog/asynchronous-timewarp-examined/

 

Can you elaborate please how would it work with DeoVR player.

 

Would we see advantages like described in https://www.facebook.com/permalink.php?story_fbid=1818885715012604&id=100006735798590 automatically or do we have to do an extra implementation?

kojack
MVP
MVP

ATW has been permanently enabled since the 1.3 runtime in 2016. It can't be disabled, it's always on and nothing needs to be done by developers, every Oculus program is already using it.

 

The Carmack post you linked to is about anti aliasing (improving image quality). ATW is unrelated to that, it's purely about reducing latency of rotational head tracking (improving tracking feel).

 

My bad. Posted the wrong link. Can't find it now, but there was Carmack's post with Timewarp advantages and even some comparison image. 

 

Just to double check can we say that timewarp is supported by DeoVR player on Quest 2? Any chance you can check it on your end?

kojack
MVP
MVP

Yep, it's basically always on for all software, nothing needs to be done by the program. In fact there's no way to not have ATW, I've tried to find ways to fight it (ATW is bad for things like motion rigs), but developers can't turn it off.

 

ASW (Asynchronous Space Warp), on the other hand, needs a depth buffer otherwise it won't activate, so earlier software may not support it. ASW has a different purpose though: handling low frame rate games by tweening alternate frames (introduces visual artifacts, but makes low fps look better).