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Timewarp

73 bytes added, 03:46, 31 March 2015
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'''Timewarp''' also known as '''Time warping''' is a technique in [[VR]] that warps the rendered image before sending it to the display to correct for the head movement occurred after the rendering.<ref>https://www.oculus.com/blog/asynchronous-timewarp/</ref> Timewarp can reduce [[latency]] and increase [[Frame rate]].<ref>https://www.youtube.com/watch?v=WvtEXMlQQtI</ref> This process takes the already rendered image, modify it with freshly collected positional information from your [[HMD]]'s sensors, then display it to your screen.
Timewarp is a feature of [[Oculus SDK]]. It was initially released in the version 0.3.1 of the SDK.
 
==How Timewarp Reduces Latency==
Without Timewarp, your HMD would capture the data about the position of your head, render the image based on this data (correct angel etc.), then display the image when the next scene is due to be on screen. In a 60 fps game, a new scene is displayed once every 16.7 milliseconds. With this process, each image you see is based on the head-tracking data from almost 17 milliseconds ago.
Timewarp moves 3D objects with little computational needs by utilizes [[depth maps]] aka. [[Z Buffers]] already present in the engine.
==How Timewarp is a feature of [[Oculus SDK]]. It was initially released in the version 0.3.1 of the SDK.Increases Frame Rate== 
==References==

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