Oculus reduces latency with shiny new tech
In the present day Oculus introduced that its SDK for the Rift helps Asynchronous Timewarp (ATW). Whereas that seems like one thing that retains the TARDIS from smashing right into a star, it is truly going to make digital actuality appear a lot smoother.
ATW not solely renders a scene earlier than it hits your eyes, nevertheless it additionally takes under consideration head motion and shifts that picture earlier than you see it. The result’s decrease latency, smoother actions and improved effectivity.
Oculus says it additionally reduces judder (shaking and vibration) that is produced when a body is displayed out of sync as a result of the hardware was unable to render a body fast sufficient. The corporate labored with Microsoft, NVIDIA and AMD to maximise GPU preemption (rendering a scene earlier than it is wanted) for its up to date SDK.
One of the best half for customers and builders is that they will not need to do something to help ATW. However Oculus nonetheless recommends corporations proceed to focus on ninety frames-per-sec with their video games. ATW will makes issues smoother, however recreation makers nonetheless have to step up.