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?
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?
