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SpaceWarp Application for Quest 2.


HiWay

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Hi can anyone take a look on it and explain if it could work with DCS?
 
https://skarredghost.com/2021/12/12/application-spacewarp-unity-how-to-review/
 



 
Thanks in advance.
 
 
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Spacewarp already exits on PCVR on Oculus headsets, this is the same for Quest 2 standalone games

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Spacewarp already exits on PCVR on Oculus headsets, this is the same for Quest 2 standalone games
Is it "Asynchronous Spacewrap" in Oculus Debug Tool? And should it be "enabled" or "Auto"?


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20 hours ago, HiWay said:

Is it "Asynchronous Spacewrap" in Oculus Debug Tool? And should it be "enabled" or "Auto"?


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Nope... those are two different things. One is "Asynchronous" Space Warp, the other is "Application" Space Warp. What's in Oculus Debug Tool is Asynchronous Space Warp.

Application Space Warp requires the application to explicitly provide the motion vectors for it to compute more accurate additional frames than Asynchronous ones could "guess" from previous frames. So, DCS must code it in for Application Space Warp. I would love DCS to code this feature in. 

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thanks Hempstead for the explanation. So DCS doesn't support it for now?

My thought was that it is should be done on Oculus side - just calculate and show frame between 2 frames from DCS. Looks like i got it wrong.

 

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On 12/16/2021 at 5:02 PM, HiWay said:

thanks Hempstead for the explanation. So DCS doesn't support it for now?

My thought was that it is should be done on Oculus side - just calculate and show frame between 2 frames from DCS. Looks like i got it wrong.

Oculus PC software already do that, Asynchronous SpaceWarp calculate motion vectors to create the interpolated frame, the difference about Aplication SpaceWarp is that, instead of PC software calculating motion vectors is the game engine who provides that info.

I doubt theres significative a differences between both more than less graphic glitches with Aplication SpaceWarp, Oculus are talking about so big performance gains because standalone Quest games doesnt support Asynchronous SpaceWarp but for PCVR differences must be minimal

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Oculus PC software already do that, Asynchronous SpaceWarp calculate motion vectors to create the interpolated frame, the difference about Aplication SpaceWarp is that, instead of PC software calculating motion vectors is the game engine who provides that info.
I doubt theres significative a differences between both more than less graphic glitches with Aplication SpaceWarp, Oculus are talking about so big performance gains because standalone Quest games doesnt support Asynchronous SpaceWarp but for PCVR differences must be minimal
Thanks for clarification.

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