The visual information perceived by the user must be so responsive that there must be no perceptible lag between moving your head and having the rendered scene change. While my earlier post explicitly noted that I was not attempting to follow best practices or focus on performance, latency is a critical issue in working with the Oculus Rift, or any VR headset. However, there is more that could be done to reduce the complexity of the shader and improve it's performance. In addition, I used viewport coordinates instead of screen coordinates, again for reasons of clarity. One big difference was that I broke out the code that did coordinate transformation into separate functions for clarity. In our last article we examined the distortion required by the Oculus Rift and created a shader similar to the one used in the example code in the Oculus VR SDK.
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