Shouldn't Queue Ahead be enabled only if necessary?
From my understanding of Queue Ahead, it yields back control to the CPU before the compositor has completed its work and sent the frame to the display. This can shove off a few ms (how much are we talking about here?) from the frame budget and may make all the difference between making it to v-sync or not.
However one of the first thing usually done in the frame lifetime is likely to be the grabbing of the predicted eye pose. Naturally the later the sensor is read, the better the prediction will be. So, in the case of a game loop that has room to spare (and is stable), wouldn't it be better to disable Queue Ahead? I think it should give a slightly better fidelity to the head tracking.
I haven't tested this (will do tonight) and I don't expect it to be consciously noticeable anyway. The thing I'm currently working on takes between 1.8 and 2.9 ms per eye at 2x pixel density on a GTX 660, so I have good hope that the frame budget will be met on reference hardware. Am I right to think I should disable Queue Ahead by default and maybe leave it as a quality/speed tradeoff option for users?
Hmm, in hindsight it shouldn't matter much because timewarp is going to remap the frame to a post render pose anyway…
However one of the first thing usually done in the frame lifetime is likely to be the grabbing of the predicted eye pose. Naturally the later the sensor is read, the better the prediction will be. So, in the case of a game loop that has room to spare (and is stable), wouldn't it be better to disable Queue Ahead? I think it should give a slightly better fidelity to the head tracking.
I haven't tested this (will do tonight) and I don't expect it to be consciously noticeable anyway. The thing I'm currently working on takes between 1.8 and 2.9 ms per eye at 2x pixel density on a GTX 660, so I have good hope that the frame budget will be met on reference hardware. Am I right to think I should disable Queue Ahead by default and maybe leave it as a quality/speed tradeoff option for users?
Hmm, in hindsight it shouldn't matter much because timewarp is going to remap the frame to a post render pose anyway…
