Image result for Oculus launches Asynchronous Spacewrap
Oculus unveiled a new frame smoothing technique that reduces the minimum requirements for VR content. The technology is called Asynchronous Spacewrap, and generates frames on the fly based on predictions of animations and movements in the scene. The system kicks in only when the machine cannot maintain the required frame rate for a smooth VR experience, and is not applicable to users with high end machines.
Asynchronous Spacewrap builds on the previously released Asynchronous Timewrap technique. Asynchronous Timewrap corrected skipped frames based on head rotation. If the machine cannot generate the content when the head is turning, the whole environment drags, and cannot keep up to the head movement. This is a disturbing and visually jarring experience. Asynchronous Timewrap would wrap the image based on predicted head movements to accurately display the image even if the head had turned after the frame was rendered.
Asynchronous Spacewrap tracks the movements and animations within the frame, to reduce the latency and provide a smooth VR experience. There are limitations though. If there are flashes or rapid changes in the scene, then there might be noticeable wavering in the VR. If an object in the foreground is moving, the background is stretched a bit in the direction of the motion of the foreground object, only for the generated frames. This can be seen in the right of the revolver cylinder in the third frame.
The technology allows for Oculus content to run on lower end devices. There is support for Windows 8, but it works best on Windows 10. The functionality is available in all current generation AMD GPUs (RX 400 Series). All current and previous generation Nvidia GPUs support Asynchronous Spacewrap (GTX 900 series and GTX 1000 series). Asynchronous Spacewrap will be activated automatically only when the application needs additional time for rendering.
Oculus unveiled a new frame smoothing technique that reduces the minimum requirements for VR content. The technology is called
Asynchronous Spacewrap, and generates frames on the fly based on predictions of animations and movements in the scene. The system kicks in only when the machine cannot maintain the required frame rate for a smooth VR experience, and is not applicable to users with high end machines.
Asynchronous Spacewrap builds on the previously released Asynchronous Timewrap technique. Asynchronous Timewrap corrected skipped frames based on head rotation. If the machine cannot generate the content when the head is turning, the whole environment drags, and cannot keep up to the head movement. This is a disturbing and visually jarring experience. Asynchronous Timewrap would wrap the image based on predicted head movements to accurately display the image even if the head had turned after the frame was rendered.
Asynchronous Spacewrap tracks the movements and animations within the frame, to reduce the latency and provide a smooth VR experience. There are limitations though. If there are flashes or rapid changes in the scene, then there might be noticeable wavering in the VR. If an object in the foreground is moving, the background is stretched a bit in the direction of the motion of the foreground object, only for the generated frames. This can be seen in the right of the revolver cylinder in the third frame.
The technology allows for Oculus content to run on lower end devices. There is support for Windows 8, but it works best on Windows 10. The functionality is available in all current generation
AMD GPUs (RX 400 Series). All current and previous generation
Nvidia GPUs support Asynchronous Spacewrap (GTX 900 series and GTX 1000 series). Asynchronous Spacewrap will be activated automatically only when the application needs additional time for rendering.
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