Async TimeWarp possible with current Runtime!!
Hey, I just wanted to let everybody know, it is possible to get a near perfect Async TimeWarp with the current Runtime. All I did, was simply set up an exclusive frame pushing Thread for the Oculus Rift with a secondary Direct3DDevice. In case the engine has no new frame, the old frame is transfered with the next SwapTextureSet but the old timing values. This results in a further (regular) TimeWarped picture.
Since the frame pushing thread runs high priority, I virtually never miss to push a new frame to the Oculus Rift just in time, making it nearly as good as driver level (since the actual TimeWarp is driver level). When completely stopping rendering with the engine, I can still turn around my head in the last valid picture :D
:mrgreen:
Since the frame pushing thread runs high priority, I virtually never miss to push a new frame to the Oculus Rift just in time, making it nearly as good as driver level (since the actual TimeWarp is driver level). When completely stopping rendering with the engine, I can still turn around my head in the last valid picture :D
:mrgreen:
