3 ms·
The section about "racing the beam" is interesting. > But that means that rather than doing rendering work once every 16.6 ms, you have to do it once per bloc
by geon 14y ago
The section about "racing the beam" is interesting.
> But that means that rather than doing rendering work once every 16.6 ms, you have to do it once per block. Suppose the screen is split into 16 blocks; then one block has to be rendered per millisecond. While the same number of pixels still need to be rendered overall, some data structure – possibly the whole scene database, or maybe just a display list, if results are good enough without stepping the internal simulation to the time of each block – still has to be traversed once per block to determine what to draw.
You could do a pretty simple hack though, that might be good enough: Render the frame onto a buffer, as usual, but instead of displaying it, re-render it using beam-racing with the proper rotation around the viewer to counter the latency of the rendering and transfer time.
This would be a bit like how Google Streetview interpolates the panoramas when you move, but very much simplified, since you only correct for rotation.
Edit: Fixed the "ream-racing" typo.
- tgb 14y agoGoogling "ream-racing" doesn't give any useful results. Could you elaborate?
- hdevalence 14y agoI think it's a typo for "beam-racing".