Results for: motion blur

A Virtual Boost in VR Rendering Performance with Synchronous Space Warp

Co-written by Jonathan Wicks and Sam Holmes Rendering in VR demands that hardware and applications maintain very high frame rates. A typical PCVR (PC and VR) setup comprises a PC connected to a head-...
https://developer.qualcomm.com/blog/virtual-boost-vr-rendering-performance-synchronous-space-warp
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Improving VR Performance Using Motion Estimation OpenGL Extensions

Co-written by Jonathan Wicks and Sam Holmes XR presents many challenges, with its high framerate requirements, high resolution, and low latency, all within a small power and thermal budget. One...
https://developer.qualcomm.com/blog/improving-vr-performance-using-motion-estimation-opengl-extensions
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