Re:Intel EOLs Atom Chip Used for Microsoft HoloLens
by Const-me on Thursday August 10, 2017 @10:28PM
(#14986168)
AFAIK all these VR/AR devices implement a workaround for that.
Specifically, they render stuff to a texture larger than the displays. When that’s done, they cut a rectangle from that texture to account for the head’s rotation since when the rendering was started. If the head didn’t rotate, they show the rectangle from the center of the texture. Otherwise they show off-center and/or rotated portion of that texture.
While it would be nice to not cheat this way and truly improve rendering latency not just head rotation latency, it’s overwhelmingly harder to do so, at least on current generation GPUs.
Specifically, they render stuff to a texture larger than the displays. When that’s done, they cut a rectangle from that texture to account for the head’s rotation since when the rendering was started. If the head didn’t rotate, they show the rectangle from the center of the texture. Otherwise they show off-center and/or rotated portion of that texture.
While it would be nice to not cheat this way and truly improve rendering latency not just head rotation latency, it’s overwhelmingly harder to do so, at least on current generation GPUs.