Question: How much in the rendering is wasted & SDK OpenGL support
When I last looked into how the SDK rendering works it was something like this, IIRC:
The application two normal views of the scene, according to viewport parameters supplied by the SDK.
The resulting framebuffers and depth buffers are then transformed by the SDK using a distortion mesh, it is supposed to not add latency, although I don't really understand how. But that's not the crux of the issue.
Back then it was pretty clear that the ridiculous performance penalty was due to the fact that we are scaling and distorting the renderbuffer after rendering and so losing alot of information.
The good old viewport frustum is a totally wrong it was never supposed to be used to render high FOV scenes and basically just a step up from the orthographic projection. Has anybody thought about a solution? Several frustums per eye perhaps?
There was something like 3 megapixel images to be projected at a 2 megapixel screen, has that changed?
A smaller problem is that if we are rendering 24bit colors and only utilizing 16bit of it because of the pentile screen, but that's not as much as an issue isn't it?
Next is OpenGL support: It was abysmal compared to DirectX, does it still lag behind that much?
Some tips on some micro frameworks or libraries for C++ without unity or unreal engine?
The application two normal views of the scene, according to viewport parameters supplied by the SDK.
The resulting framebuffers and depth buffers are then transformed by the SDK using a distortion mesh, it is supposed to not add latency, although I don't really understand how. But that's not the crux of the issue.
Back then it was pretty clear that the ridiculous performance penalty was due to the fact that we are scaling and distorting the renderbuffer after rendering and so losing alot of information.
The good old viewport frustum is a totally wrong it was never supposed to be used to render high FOV scenes and basically just a step up from the orthographic projection. Has anybody thought about a solution? Several frustums per eye perhaps?
There was something like 3 megapixel images to be projected at a 2 megapixel screen, has that changed?
A smaller problem is that if we are rendering 24bit colors and only utilizing 16bit of it because of the pentile screen, but that's not as much as an issue isn't it?
Next is OpenGL support: It was abysmal compared to DirectX, does it still lag behind that much?
Some tips on some micro frameworks or libraries for C++ without unity or unreal engine?
