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Current timewarp is fixed to 1m in front of the user. We could possibly be smart about this by either streaming in depth frames and doing full spacewarp (unlikely, SteamVR didn't require depth maps until very late), or by getting fancy with timewarp:
If we have eye Anchors, we could possibly calculate the depth the user is looking at, and place the timewarp quad distance there
Alrernatively, peep at the current running EXEs and set the distance that way (eg, Beat Saber is almost always focused at 3-4m in front of the user)
The idea being, if the user moves their head forward during a recycled frame, the parts of the scene the user is focused on should remain stereoscopically consistent and consistent to the depth they actually are
The text was updated successfully, but these errors were encountered:
Current timewarp is fixed to 1m in front of the user. We could possibly be smart about this by either streaming in depth frames and doing full spacewarp (unlikely, SteamVR didn't require depth maps until very late), or by getting fancy with timewarp:
The idea being, if the user moves their head forward during a recycled frame, the parts of the scene the user is focused on should remain stereoscopically consistent and consistent to the depth they actually are
The text was updated successfully, but these errors were encountered: