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Up and Coming
January 24, 2014

Persistance and FOV

Just reading the Abrash presentation on VR and thinking about his mention that a 3ms persistence of vision is needed?

What if each frame the game is rendered to a buffer with a wider FOV than the VR headset, this could in theory allow small head tracking movements to be shown within the 3ms window as minor adjustments to the viewport?

    1 reply

    Up and Coming
    January 24, 2014
    Carmack already experimented with that. You don't need extra large buffer for this. Note, however, that this technique doesn't save from jerky movement of the virtual items and world, so you shouldn't use it to counter permanently low framerate. Given that your game should be running in solid 60/90/120 FPS without lag spikes and frame drops to begin with, this technique doesn't have any pratical use, unless your game is poorly designed.