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AlbertKart

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Everything posted by AlbertKart

  1. Take in mind that the above presentation by Vlachos is a year old now. As I mentioned in an earlier post, it seems like Valve has now implemented a system similar to rotation "timewarp" and called it "Interleaved Reprojection". It looks like this feature is enabled at the OpenVR API level so all Vive supporting games should be able to use it without significant changes, although Valve really wants it to only be used as a last resort when 90fps can't be maintained. I'm curious at how well this feature compares to Oculus's ATW (which works very well judging from the feedback with it on the DK2). We really can't tell until more people report back on their DCS experiences with the Vive. Again, I'm not a software developer so the above is just my understanding of the situation.
  2. I'm not a software developer so take what I say with a grain of salt. Valve's GDC 2016 presentation seems to imply that asynchronous timewarp is in-fact supported by the HTC Vive at the API level. The latest SteamVR changelog also mentions it Honestly, I'm not sure what the difference is between "Asynchronous Reprojection" and "Interleaved Reprojection Hint". Valve's description of Interleaved Reprojection makes it sound identical to what Oculus has been calling "Asynchronous Timewarp", albeit locked to 45fps and limited to rotation only. Ultimately, it doesn't matter what we call the method as long as the end result is a smooth and playable experience. I'd be great if someone could try the Vive with DCS World and check. Sims are much much heavier than the "Made for VR" games/demos so even if these are smooth, we can't be sure that DCS World will run great too.
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