emalafeew
7 years agoProtege
Camera root angular velocity input to Async Timewarp?
Is there a place I can specify the camera's root angular velocity to async timewarp, through Unity on the Oculus Go?
If it don't, ATW produces apparent double images of the environment objects when the camera root rotates. From previous experience, I know these to be artifacts of refreshing the screen without refreshing their positions when interpolating, and know it to be solved when the interpolation takes the root angular velocity into account as well as the user's absolute head angular velocity.
If there isn't a direct way to set it now, is there an indirect or trick method we could apply at some stage in the render pipeline?
Thanks for any help!
If it don't, ATW produces apparent double images of the environment objects when the camera root rotates. From previous experience, I know these to be artifacts of refreshing the screen without refreshing their positions when interpolating, and know it to be solved when the interpolation takes the root angular velocity into account as well as the user's absolute head angular velocity.
If there isn't a direct way to set it now, is there an indirect or trick method we could apply at some stage in the render pipeline?
Thanks for any help!