04-07-2014 03:49 PM
04-08-2014 02:56 AM
04-08-2014 07:01 AM
"seeme" wrote:
Hello,
I'm currently adding Moonlight support in one of our mobile in house engine. I'm still using the pixel shader we used with DK1 in a slightly tweaked version due to time constraints.
I didn't have the time to go in depth in the provided framework yet, but as in house demos will be available, I hope I'll have the time to improve on this basic implementation.
04-10-2014 03:07 AM
04-10-2014 06:55 AM
04-14-2014 08:34 AM
"johnc" wrote:
When you say "the pixel shader we used with DK1" do you mean for drawing the environment, or doing the final distortion to the screen?
This probably needs to be made clear in the docs, but you really can't make an acceptable VR app on Android going through the conventional drawing and swapbuffers path, because the latency from triple buffering will just kill you. Draw into the eye buffers however you want, but let VrLib timewarp to the front buffer synced with the raster scan. If you can't integrate that with your engine, let me know the details, and I'll figure out what we need to do."seeme" wrote:
Hello,
I'm currently adding Moonlight support in one of our mobile in house engine. I'm still using the pixel shader we used with DK1 in a slightly tweaked version due to time constraints.
I didn't have the time to go in depth in the provided framework yet, but as in house demos will be available, I hope I'll have the time to improve on this basic implementation.
04-14-2014 10:54 AM