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Yeah, on re-reading I don’t know where I got the idea the headset was doing on-board processing. I recalled that rendering was done using positional data and th
by fwlr 4y ago
Yeah, on re-reading I don’t know where I got the idea the headset was doing on-board processing. I recalled that rendering was done using positional data and they had to add a compositor post processing step afterwards using newer position data, but I hallucinated that the need for low latency was so extreme that it had to be done on the headset.
- Ajedi32 4y agoAgain, it does happen on the headset, but that's only necessary in situations where there's not enough bandwidth to send an uncompressed video stream. See Oculus Link over USB, for example: https://developer.oculus.com/blog/how-does-oculus-link-work-the-architecture-pipeline-and-aadt-explained/ https://developer.oculus.com/blog/how-does-oculus-link-work-... The diagram there shows Timewarp running on both the PC and the headset side. In headsets like the Rift or Valve Index that send video streams over HDMI or DisplayPort that extra step isn't necessary; everything happens on the PC's GPU.
- fwlr 4y agoAh, ok, that’s how I ended up with the original mistaken belief. I remembered “Timewarp is necessary” and “Timewarp can happen on the headset” and conflated them into “Timewarp necessarily has to happen on the headset”.