TLDR: Optimizing VR graphics pipelines is a challenge usually involving tradeoffs between quality, latency, and performance. However, queue-ahead with late-latching almost seems like a free lunch: increasing GPU performance without increasing latency. As we’ll discuss, it’s not actually free, but we’re trying to pick up the tab. Why minimizing motion-to-photon latency is critical to comfortable presence in VR has been covered well in many other places (see Michael Abrash’s blog post). In...
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