

That allows to skip all composing steps for VR layer, significantly lowering latency. With direct mode we are able to render directly to front buffer of display. That means about 17-33 milliseconds of latency on standard 60Hz display. Because of that composing step and double buffering, in default rendering mode frame is displayed 1-2 vertical syncs after it is rendered.
Trinus vr vs riftcat android#
Typically when frame is rendered, it goes to Android Surface Flinger, which is responsible for composing final image that is displayed on the screen. However because of rendering directly to screen, latency can be significantly lowered.
Trinus vr vs riftcat Pc#
After app finishes frame, that frame is being warped to screen with offset to cover difference between pc render orientation and current mobile orientation. All rendering work is done on one GPU thread.
