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Trinus vr vs riftcat
Trinus vr vs riftcat




trinus vr vs riftcat
  1. Trinus vr vs riftcat android#
  2. Trinus vr vs riftcat Pc#

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.

  • Asynchronous reprojection with direct rendering - Just like in previous mode, this one preserves constant framerate and smooth motion.
  • Because of that we can achieve stable framerate and smooth motion, even if some frames are dropped in transport from PC.
  • Asynchronous reprojection - This mode separates app rendering loop from VR rendering loop.
  • In this mode frames should be placed correctly, however motion might not feel silky smooth.

    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.

  • Synchronous reprojection - Most simple implementation.
  • Our reprojection implementation has 3 modes, best mode will be selected automatically, depending on GPU capabilities, OS version and so on.






    Trinus vr vs riftcat