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View Full Version : Oculus Launches Asynchronous Spacewarp, 45 FPS VR



StyM
11-11-2016, 07:02 AM
https://www.pcper.com/news/Graphics-Cards/Oculus-Launches-Asynchronous-Spacewarp-45-FPS-VR


Oculus has announced that as of today, support for Asynchronous Spacewarp is available and active for all users that install the 1.10 runtime. Announced at the Oculus Connect 3 event in October, ASW promises to complement existing Asynchronous Timewarp (ATW) technology to improve the experience of VR for lower performance systems that might otherwise result in stutter.

A quick refresher on Asynchronous Timewarp is probably helpful. ATW was introduced to help alleviate the impact of missed frames on VR headsets and started development back with Oculus DK2 headset. By shifting the image on the VR headset without input from the game engine based on relative head motion that occurred AFTER the last VR pose was sent to the game, timewarp presents a more accurate image to the user. While this technology was first used as a band-aid for slow frame rates, Oculus felt confident enough in its advantages to the Rift that it enables for all frames of all applications, regardless of frame rate.

ATW moves the entire frame as a whole, shifting it only based on relative changes to the user?s head rotation. New Asynchronous Spacewarp attempts to shift objects and motion inside of the scene by generating new frames to insert in between ?real? frames from the game engine when the game is running in a 45 FPS state. With a goal of maintaining a smooth, enjoyable and nausea-free experience, Oculus says that ASW ?includes character movement, camera movement, Touch controller movement, and the player's own positional movement.?

https://scontent.oculuscdn.com/t64.5771-25/12449026_326215544411302_3050757056085622784_n.gif/ASW_luckys_tale.gif