Forum Discussion
chaosgrid
12 years agoExplorer
Oculus SDK and Stereoscopic Rendering Design
I'm pretty new to stereoscopic rendering but I'm wondering about something trying to implement the SDK. Since we need to render to a bigger render target than the backbuffer anyways, why is Oculus ...
tlopes
12 years agoHonored Guest
I'm not entirely sure what you mean. Are you asking,
"Why are the Rift's stereoscopic buffers side-by-side instead of interleaved frame-by-frame?"
or are you asking
"Why do the Rift SDK samples render to one large 1280x800 rendertarget instead of to two smaller 640x800 rendertargets?"
or is your question about something that I'm missing?
"Why are the Rift's stereoscopic buffers side-by-side instead of interleaved frame-by-frame?"
or are you asking
"Why do the Rift SDK samples render to one large 1280x800 rendertarget instead of to two smaller 640x800 rendertargets?"
or is your question about something that I'm missing?
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