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Late Latching w/Oculus SDK?

MikeMcG-MS
Honored Guest
I'm looking through the docs and samples of the SDK, and I can't find any wrapper APIs for late latching -- I know that AMD's LiquidVR SDK provides an API for it, basically allocating a buffer for sensor data and some APIs to modify its contents when the GPU requests it, but I don't know of a similar API from nVidia (yet -- do they have one? besides "use DX12 or Vulkan"?).

It seems like this is functionality Oculus would want to wrap in a shared API in the SDK -- is it there, and I'm just not seeing it?

Is it built-in? It seems like it could be integrated into the current API set, behind the curtain -- poking around in the LibOVR headers certainly seems to imply this.
1 REPLY 1

simon_green
Honored Guest
Yes, this is all done within our runtime, applications shouldn't have to worry about it.

It is possible that late latching of render pose and controller poses could be implemented in engine, but it's not a requirement for good latency.