Forum Discussion
ksleet
9 years agoHonored Guest
Can I just blit a texture into the Oculus backbuffer?
I'm integrating Oculus into my own OpenGL engine, and trying to figure out if this technique will work. Essentially, I'm rendering the left eye and right eye views into my own backbuffer, and then dir...
galopin
9 years agoHeroic Explorer
Ideally, it is not how you do it. The time-warp is a system that help a lot at reducing the feeling of latency and fighting dizziness. When you are about to render a new frame, you interrogate the tracking sensors and evaluate a position and orientation, not at that time, but in a predicted future that should be the closest to when your image will be ready. It is the ovr_GetPredictedDisplayTime to know that future time.
Now, because you are nether a current position, neither a perfect prediction, the Rift software evaluate at the closest from displaying the picture the sensors again to account for the deviation from the prediction to the reality.
If you interrogate the tracking just before you call submit, you lose one of the most important feature to fight latency and sickness. ( the async part of the system is just the cherry on top of the cake ).
Now, because you are nether a current position, neither a perfect prediction, the Rift software evaluate at the closest from displaying the picture the sensors again to account for the deviation from the prediction to the reality.
If you interrogate the tracking just before you call submit, you lose one of the most important feature to fight latency and sickness. ( the async part of the system is just the cherry on top of the cake ).
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