[osg-users] Oculus+OSG

Jan Ciger jan.ciger at gmail.com
Mon Sep 7 08:59:24 PDT 2015


Hi,

On Mon, Sep 7, 2015 at 2:52 PM, Björn Blissing <bjorn.blissing at vti.se> wrote:
> Hi Jan,
>
> You will find it on page 22 in the 0.7 developer guide. It is a bit hidden inside the ovrLayerType_EyeFov description, the section about DepthTexture:
>
> "Provides depth data for the EyeFovDepth layer type, and is used by positional timewarp to try to apply the correct parallax for the layer..."
>

Good catch, I didn't think to dig in there that deep. Well, they have
been really silent about a fairly major change like that. I would have
expected it mentioned in the changelog and/or some blog post ...

> Michael Antonov also mentions it in a post on the Oculus blog:
> https://developer.oculus.com/blog/asynchronous-timewarp-examined/

That blog post I remember, but the conclusion there seems to be that
positional timewarp introduces occlusion artifacts and a lot of extra
complexity. I didn't sound like something they are intending to
implement at the time.

J.



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