Posts

Frameless rendering for VR?

Frameless Rendering for VR? I'm currently doing a fair bit of thinking about rendering (nobody pays me to think about hilarious cats pics yet but one day!) and in particular VR/AR low latency rendering. One idea that keeps popping into my head is decoupling shading rate from display rate, in a conventional render path we shade lighting etc. at the same speed with display but VR has started to change this with asynchronous time warps. Time warps use the previous frame warped by the current VR pose to give the feeling of a faster refresh rate than the renderer actually outputs. This works because the different is only displayed for a fraction of a second (90 or 120th of a second), and the amount of change in that time is fairly restricted. I've started to think about taking that to its logical extreme, if the display rate is fast enough (90+ FPS) do we actually need every objects to be completely up to date, all that matters is that over a few frames every object g...

Getting into Unity3D

Whilst I'm getting to grips with Unity3D i'm going to make a few posts about things I've wanted to try or play with. I'm in an odd situation in that I know more about the C++ source code of Unity than I do about the editing and script level. These things i'm playing with here will be script and editor based. I'm not necessarily pitching this as a tutorial at Unity3D, there are some excellent ones out there but more of a existing game dev who has just started looking at Unity3D. Create new Project "PlayingWith" Creating a classic checkerboard plane Stick down a plane GameObject Create a Material object "PlaneMaterial" Import "Prototyping" package for a few bits and pieces Create some folders to my assets following Standard Material layout for now Drag PlaneMaterial onto plane Use GIMP to create a 128x128 texture filed with a 16x16 blue/red checkerboard Export from GIMP as a png (GIMP native not supported by Unity) App...