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curious as to why no game ever (that i know of) has implemented disjointed viewport movement and rendering like how most vr games are rendered :holo_think:
considering the piss poor performance and heavy use of input latency increasing tech used in modern games, twould be a massive improvement to gamefeel for seemingly nonexistent cost and effort to implement
- :awoo_tired: shotgun snuggler :clownpiece_smug: likes this.
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@supersid333
i think this image portrays it fairly well
basically the viewport moves around at your refresh rate, and game renders are positioned at the center of your view in space every frame, and stick there in space when you look around
the result is an incredibly smooth experience even at low fps, allows VR to work at all with low performance and how motion sick prone humans are
at crazy low framerates and high movement speeds you can get black borders in your view as shown in the image, but that can managed by rendering at a higher fov than the viewport
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@kilostere Like what the player sees rendered in first person being a mirror of what there model is doing in game?
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@kilostere Oh I get what you mean now, I just assume not because a lot of games are built on precanned engines and developers have no idea how to optimize games in slightest nowadays.
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@supersid333
the supposed trade of performance for graphical "fidelity"
the lumen nanite UEslop TAA DLSS framegen bloom motionblur fidelity in question: :ina_lownod:
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actually, whats stopping me from just, doing this :kaguya_stare:
this could theoretically be done out of engine :chocola_wha:
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none of the numerous fundamental issues i can think of are too bothersome, i might try to do this :tohru_flex: