Mirror view 60 fps and interpolation for gameplay capture?
Hello.
I know Rift outputs at 75 fps for DK2 and 90 fps for CV1. The mirror view I assume matches the monitor that it is output to. Let's say the monitor is at 60hz. So the original output for CV1 is at 90 fps. How does Rift Runtime convert that 90 fps to 60 fps for the mirror view? Does it simply drop every third frame? Doesn't that cause a kind of microstutter? Is there something that the runtime does that blends the frames? Is it possible that it can use something similar to Time Warp to interpolate the the frames so that the resulting 60 fps monitor view output has no stutter at all?
The reason for this question is I plan to do gameplay capture of the mirror view for possibly YouTube or Twitch purposes and would like to have the smoothest video possible for my viewers.
What are your thoughts?
I know Rift outputs at 75 fps for DK2 and 90 fps for CV1. The mirror view I assume matches the monitor that it is output to. Let's say the monitor is at 60hz. So the original output for CV1 is at 90 fps. How does Rift Runtime convert that 90 fps to 60 fps for the mirror view? Does it simply drop every third frame? Doesn't that cause a kind of microstutter? Is there something that the runtime does that blends the frames? Is it possible that it can use something similar to Time Warp to interpolate the the frames so that the resulting 60 fps monitor view output has no stutter at all?
The reason for this question is I plan to do gameplay capture of the mirror view for possibly YouTube or Twitch purposes and would like to have the smoothest video possible for my viewers.
What are your thoughts?
