Oculus SDK and Stereoscopic Rendering Design
I'm pretty new to stereoscopic rendering but I'm wondering about something trying to implement the SDK.
Since we need to render to a bigger render target than the backbuffer anyways, why is Oculus using a full-sized render target and only renders to half of it for each eye?
I dont get the idea behind it. Why dont you just render to a [width*renderscale/2, height*renderscale] rendertarget for each pass?
For me it seems like a lot of unnecessary overhead (viewport adjustments, etc..) and wasted graphics memory (half of the bigger render target is always unused).
Since we need to render to a bigger render target than the backbuffer anyways, why is Oculus using a full-sized render target and only renders to half of it for each eye?
I dont get the idea behind it. Why dont you just render to a [width*renderscale/2, height*renderscale] rendertarget for each pass?
For me it seems like a lot of unnecessary overhead (viewport adjustments, etc..) and wasted graphics memory (half of the bigger render target is always unused).
