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<h1>20160728 - Blink Mechanic for Fast View Switch for VR</h1>
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<a href="https://www.pathlms.com/siggraph/events/609/video_presentations/31754">As seen in the SIGGRAPH Realtime section for Bound for PS4 PSVR around 42 minutes in this video</a>.
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Great to see someone making good use of the "blink mechanic" to quickly switch view in VR.
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Scene quickly transitions to black, to simulate eyelid closing, followed by fading back to a new view, simulating eyelid opening.
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My recommendation for the ideal VR display interface used this mechanic.
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Specifically "blink" to hide the transition of exclusive ownership of the Display between a "Launcher / VR Portal" application and the game.
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The advantages of exclusive app-owned Display for VR on PC would have been tremendous.
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For instance it then becomes possible to,
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(1.) Fully saturate the GPU. No more massive sections of GPU idle time.
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(2.) Render directly to the post-warped final image for a 2x reduction in shaded samples for Compute generated Graphics Non-Triangle based rendering, and pixel perfect image quality.
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(3.) Factor out shading to Async Compute, and only generate the view right before v-sync. Rendering just in time is better than time-warp: no more incorrect transparency, no more doubling of visual error for dynamic objects which are moving differently than the head camera tracking.
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(4.) Race the beam for the ultimate in low latency.
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(5.) Great MGPU scaling (app owned display cuts MGPU transfer cost by 4x).
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(6.) Have any GPU Programming API, even compute APIs, be able to work well in VR without complex cross-process interopt.
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(7.) Etc.
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Ultimately no one on the PC space implemented this,
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and thus all my R&D on the ultimate VR experience got locked out and blocked by external process VR compositors,
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pushing me personally out of VR,
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and back to flat 3D where I still can actually push the limits, with good frame delivery, without artifacts, and with perfect image quality.
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</div></body></html>
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