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How VR Works: Frametimes, Warp Misses, and Drop Frames w/ Tom Petersen

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How VR Works: Frametimes, Warp Misses, and Drop Frames w/ Tom Petersen
Virtual reality has begun its charge to drive technological development for the immediate future. For better or worse, we've seen the backpacks, the new wireless tether agents, the "VR cases," the VR 5.25" panels -- it's all VR, all day. We still believe that, although the technology is ready, game development has a way to travel yet -- but now is the time to start thinking about how VR works. NVIDIA's Tom Petersen, Director of Technical Marketing, recently joined GamersNexus to discuss the virtual reality pipeline and the VR equivalent to frametimes, stutters, and tearing. Petersen explained that a "warp miss" or "drop frame" (both unfinalized terminology) are responsible for an unpleasant experience in VR, but that the consequences are far worse for stutters given the biology involved in VR. In the video below, we talk with Petersen about the VR pipeline and its equivalencies to a traditional game refresh pipeline. Excerpts and quotations are below.  

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