Forum Discussion
mattnewport
8 years agoProtege
Lens distortion model for DirectX raytracing based rendering?
I'm interested in experimenting with VR rendering using DirectX raytracing where the Rift lens distortion could be directly corrected in the ray generation shader rather than rendering an undistorted...
volgaksoy
8 years agoExpert Protege
Hi Matt,
We currently do not expose the distortion profile to VR apps. Tracing primary rays won't be a good fit for raytracing with current hardware (even Turing). It makes sense to experiment however. We are evaluating the ability to expose distortion profiles in a way that is easy for the application to utilize as well as able to tell the Oculus compositor what the application used as its profile. The assumption is that the app wouldn't necessarily have to use the same distortion profile suggested by the SDK.
While it's not the same, I would actually recommend looking into Variable Rate Shading (which Turing supports) as a potential field for saving GPU cycles while still using rasterization.
We currently do not expose the distortion profile to VR apps. Tracing primary rays won't be a good fit for raytracing with current hardware (even Turing). It makes sense to experiment however. We are evaluating the ability to expose distortion profiles in a way that is easy for the application to utilize as well as able to tell the Oculus compositor what the application used as its profile. The assumption is that the app wouldn't necessarily have to use the same distortion profile suggested by the SDK.
While it's not the same, I would actually recommend looking into Variable Rate Shading (which Turing supports) as a potential field for saving GPU cycles while still using rasterization.
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