1. Do not share user accounts! Any account that is shared by another person will be blocked and closed. This means: we will close not only the account that is shared, but also the main account of the user who uses another person's account. We have the ability to detect account sharing, so please do not try to cheat the system. This action will take place on 04/18/2023. Read all forum rules.
    Dismiss Notice
  2. For downloading SimTools plugins you need a Download Package. Get it with virtual coins that you receive for forum activity or Buy Download Package - We have a zero Spam tolerance so read our forum rules first.

    Buy Now a Download Plan!
  3. Do not try to cheat our system and do not post an unnecessary amount of useless posts only to earn credits here. We have a zero spam tolerance policy and this will cause a ban of your user account. Otherwise we wish you a pleasant stay here! Read the forum rules
  4. We have a few rules which you need to read and accept before posting anything here! Following these rules will keep the forum clean and your stay pleasant. Do not follow these rules can lead to permanent exclusion from this website: Read the forum rules.
    Are you a company? Read our company rules

How They Work - Oculus ATW and SteamVR Reprojection

Discussion in 'VR Headsets and Sim Gaming - Virtual Reality' started by noorbeast, Jun 8, 2016.

  1. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    20,553
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    145,136Coins
    Ratings:
    +10,779 / 52 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    In VR you need to render two different images to two different screens at very high FPS, which should be maintained to avoid judder, as it can cause VR sickness.

    It is very hardware intensive and very different from a single monitor, where some dropped frames in some places don't really matter and the processing demand is nowhere near as high.

    To put that into context here is a comparison of VR to monitors: http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf

    Shaded Visible Pixels per Second
    ● 720p @ 30 Hz: 27 million pixels/sec
    ● 1080p @ 60 Hz: 124 million pixels/sec
    ● 30” Monitor 2560x1600 @ 60 Hz: 245 million pixels/sec
    ● 4k Monitor 4096x2160 @ 30 Hz: 265 million pixels/sec
    ● VR 1512x1680x2 @ 90 Hz: 457 million pixels/sec

    Oculus uses Asynchronous Time Warp and Valve's SteamVR uses Interleaved Reprojection to help manage the intense requirements.

    Asynchronous Time Warp: https://developer.oculus.com/blog/asynchronous-timewarp-on-oculus-rift/

    With ATW each frame is rendered for the left and right eyes and is processed by ATW before it is displayed. If the rendering is complete it is displayed as synchronous timewarp, but if not and a frame misses the VSync deadline then the previous render is reprojected, shifted for position.

    Interleaved Reprojection: https://steamcommunity.com/app/358720/discussions/0/385429254937377076/

    With SteamVR's Interleaved Reprojection if either the CPU or GPU get too close to using up the available frame time then the compositor will drop into half-time mode where every other frame is reprojected. The result is that the game will be updating at 45hz instead of the normal 90hz.
    • Informative Informative x 2
    Last edited: Jun 8, 2016