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marksibly's avatar
marksibly
Honored Guest
12 years ago

TimeWarp question.

Hi,

Is the client distortion rendering timewarp code in the OculusTinyRoom demo correct?

It's giving different results with #SDK_RENDER 0 than it does with #SDK_RENDER 1 - there is a slight 'ghost effect' when standing in front of brick walls and turning your head left/right with #SDK_RENDER 0. You can see the vertical lines between bricks 'ahead' of your head movement, but this effect is mostly gone when using #SDK_RENDER 1.

Based on my understanding of timewarp code, I thought there was meant to be a' 'WaitUntil' before distortion meshes are rendered, so timewarp gets to sample HMD as late as possible, but there doesn't seem to be any such delay in the code.

Also: Whats the deal with rendering left/right eye in a 'special' order? Since everything is double (or more) buffered, this seems strange-ish to me...

Bye!
Mark

2 Replies

  • kaetemi's avatar
    kaetemi
    Honored Guest
    You can use the wait or use motion prediction for timewarp in client rendering, depending on what's technically feasible. I have noticed due to excessive prediction sometimes the timewarp warps ahead too far in some demos, so it's best to do wait.
    Client rendering in demo probably not maintained properly, since they don't seem to care much about client rendering anymore.
    "marksibly" wrote:
    Also: Whats the deal with rendering left/right eye in a 'special' order? Since everything is double (or more) buffered, this seems strange-ish to me...

    Screen scanout is left-right.
  • Yeah, I think the client distortion rendering timewarp stuff is borked. The frameTiming.TimewarpPointSeconds value (that you're supposed to wait for) as returned by BeginFrameTiming is always 0.

    > Screen scanout is left-right.

    So it's to do with minimizing the delay between sampling the HMD and when stuff appears on the screen? Think I get it...