Why doesn't the rift apply the distortion itself in hardware
Just getting interested in Rift development. The distortion shader required for each component of the stereoscopic image seems to be a function of the screenspace coordinates and the rendered scene framebuffer.
So why wouldn't the rift offload this processing - allow 'normal' rendering in splitscreen fashion, but then apply the distortion in hardware, the other end of the HDMI link?
What am I missing?
So why wouldn't the rift offload this processing - allow 'normal' rendering in splitscreen fashion, but then apply the distortion in hardware, the other end of the HDMI link?
What am I missing?
