![]() ![]() After app finishes frame, that frame is being warped to screen with offset to cover difference between pc render orientation and current mobile orientation. All rendering work is done on one GPU thread. Synchronous reprojection - Most simple implementation.Our reprojection implementation has 3 modes, best mode will be selected automatically, depending on GPU capabilities, OS version and so on. Implemented multiple ways to reduce mid-stream artifacting.Īlong with error correction, we added a better frame loss detection which should correct lost packets faster than before. This has effect on other controllers but Quest benefits the most from these changes. ![]() Oculus Quest controllers are now using better prediction during rendering and sampling which reduced perceivable latency to near-native levels. Reduced latency of Oculus Quest controllers. This means that in 50% of cases, it will be one frame faster than before. On average we reduced encoding path by 5-10 ms. Previously contrast was a bit off which resulted in generally reduced visibility in darker scenes. Transmitted picture stream is now color-identical with original rendered picture. We changed the way color palette is mapped during compression. Improved color accuracy, especially in dark scenes. We also tweaked encoding settings that should improve quality further on nvidia cards. On average, picture quality should be 20% better. This allowed us to push for higher bitrate with lesser chance of artifacting. Error correction has been added that should compensate for small packet loss. ![]()
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