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20160728 - Blink Mechanic for Fast View Switch for VR

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+ +As seen in the SIGGRAPH Realtime section for Bound for PS4 PSVR around 42 minutes in this video. +Great to see someone making good use of the "blink mechanic" to quickly switch view in VR. +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. + +Specifically "blink" to hide the transition of exclusive ownership of the Display between a "Launcher / VR Portal" application and the game. + +The advantages of exclusive app-owned Display for VR on PC would have been tremendous. + +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, +and thus all my R&D on the ultimate VR experience got locked out and blocked by external process VR compositors, +pushing me personally out of VR, +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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