Hidden area stencil mesh for DK2
In his Advanced VR Rendering talk at GDC Alex Vlachos talks about a neat stencil mesh technique for reducing the number of pixels you need to render for VR. The idea is that you create a mesh that maps to the parts of the eye buffers that won't be visible on the HMD (due to the optics of the lens) and render it to the stencil buffer before you start rendering your scene and then you stencil test out all the pixels that will end up being invisible. His slides say that for the HTC Vive this cuts out 17% of your pixels. The SteamVR API will provide the right mesh for you but this would obviously be a useful optimization for the DK2 as well.
In the talk he says it should be fairly easy to work out the vert positions for this mesh but I have to admit it's not obvious to me :oops: Has anyone tried to work this out for the DK2?
In the talk he says it should be fairly easy to work out the vert positions for this mesh but I have to admit it's not obvious to me :oops: Has anyone tried to work this out for the DK2?
