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GPU buffering

No change in size, 12:04, 14 December 2015
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The following picture illustrates the classic processing model used in [[VR applications]]:
[[File:render pipline basic1.png|500px700px]]
*I = user input, S = simulation, R = rendering command, G = rendering of graphics, V = scanout, | = Vsync
As you can see, rendering takes place only after every rendering command has been issued. This introduces unnecessary latency and simultaneously suggests a simple solution. If GPU buffering is prevented, rendering can start as soon as the first command is issued, thus reducing 16ms of latency.
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