The true about asynchronous warp

Correct me if i'm wrong.

AW actually doesn't have any improvement in the game performance... the only improvement it brings is when we look around, making it smoothly what is great .. but.. nothing else.

Is just this was said as a magical solution for improving performance in virtual reality, but i actually don't see any.
 
Yeah it deals with orientation latency.

From the Oculus dev blog on ATW :

On Oculus, ATW is always running and it provides insurance against unpredictable application and multitasking operating system behavior. ATW can smooth over jerky rendering glitches like a suspension system in a car can smooth over the bumps. With ATW, we schedule timewarp at a fixed time relative to the frame, so we deliver a fixed, low orientation latency regardless of application performance.

This consistently low orientation latency allows apps to render efficiently by supporting full parallelism between CPU and GPU. Using the PC resources as efficiently as possible, makes it easier for applications to maintain 90fps. Apps that need more time to render will have higher positional latency compared to more efficient programs, but in all cases orientation latency is kept low.

However, ATW is not a silver bullet. Failing to maintain a consistent, full frame rate may produce visible artifacts including noticeable positional judder, particularly in the near field of view. An application that falls below 90fps rendering will get re-warped in time to avoid rotational judder, but while orientation latency is kept low and smooth, animation and player movement may judder in lock-step with missed frames. For these reasons we continue to recommend that developers do not rely on ATW to save them from low frame rate.
 
I don't care if it is magic or not .... all I can say is that my Rift experience in ED is flawless. I run a GTX 970 with everything on ultra (CPU at 4.3GHz) and it is just perfect. No stutters, no lag, just loveliness.
 
I don't care if it is magic or not .... all I can say is that my Rift experience in ED is flawless. I run a GTX 970 with everything on ultra (CPU at 4.3GHz) and it is just perfect. No stutters, no lag, just loveliness.

I have a 980ti and a CV1

I turn the head and smooth as silk, but when i turn hard my ship, when i drive my srv and when is a lot of things going on there is stutter, there is lag... asynchronous warp doesn't solve that, doesn't improve the "In game FPS", is all what i'm saying.

Is not very annoying, is not all time, but is there, i don't run game in ultra, i run in VR high with some modifications like shadows in high... but i use 1.5 supersampling.
 
I have a 980ti and a CV1

I turn the head and smooth as silk, but when i turn hard my ship, when i drive my srv and when is a lot of things going on there is stutter, there is lag... asynchronous warp doesn't solve that, doesn't improve the "In game FPS", is all what i'm saying.

Is not very annoying, is not all time, but is there, i don't run game in ultra, i run in VR high with some modifications like shadows in high... but i use 1.5 supersampling.

I don't know why you're complaining. Prior to CV1 launch, ATW was not implemented and those of us with a DK2 had to ensure the game ran at 75fps at all times, lest we would suffer severe nausea. Now with ATW we can increase settings that result in a lower framerate in certain situations whilst not subjecting ourselves to nausea inducing framerate drops. You still have to ensure a reasonably high framerate but there used to be vary rare instances where framerate drop was really bad, and therefore intolerable. Now those rare drops are acceptable.
 

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I find the best way to image what ATW does is the following. Consider you are sitting in a theater, where a game is rendered in all directions around you. That game runs at 30, 56 or whatever frames per second. But when you move your head around, the movement of your head is not tied to the framerate of the game. That's what ATW does. Without it, your head would move in same increments as the game frames, causing unpleasant judder when looking around.

It doesn't help at all with the 'actual' game rendering. That's not to belittle its effect. It's still incredibly beneficial to a good VR experience.
 
Correct me if i'm wrong.

AW actually doesn't have any improvement in the game performance... the only improvement it brings is when we look around, making it smoothly what is great .. but.. nothing else.

Is just this was said as a magical solution for improving performance in virtual reality, but i actually don't see any.

that is true but you are wrong.... ok its not "magic" but it makes unplayable games playable.

take flyinside FSX... on my i5 2500k @4.3ghz my framerate would tank to as low as 50fps. this is unplayable in VR, but with ATW it felt almost perfect, no sickness at all and framerate did not get annoying till it hit the low 40s

you post (no offence intended here) reads like someone who has not played a game without ATW and then played it again with it on. it can be a total gamechanger
 
Correct me if i'm wrong.

AW actually doesn't have any improvement in the game performance... the only improvement it brings is when we look around, making it smoothly what is great .. but.. nothing else.

Is just this was said as a magical solution for improving performance in virtual reality, but i actually don't see any.

You're not supposed to 'see' any difference. Its meant to smooth everything out so you don't throw up.
A quick way to replace a missed frame with a decent approximation.

Reducing VR user's feeling of nausea is a big priority for developers.

Although some VR users don't feel any nausea, others do, with varying levels of severity.
 
ATW is brilliant. With the current state of VR hardware, corners need to be cut. John Carmack is someone who knows exactly the best way to cut a corner.
 
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I have a 980ti and a CV1

I turn the head and smooth as silk, but when i turn hard my ship, when i drive my srv and when is a lot of things going on there is stutter, there is lag... asynchronous warp doesn't solve that, doesn't improve the "In game FPS", is all what i'm saying.

Is not very annoying, is not all time, but is there, i don't run game in ultra, i run in VR high with some modifications like shadows in high... but i use 1.5 supersampling.

It is the supersampling that your card cannot cope with then. Turn it down to 1 and see.
 
Those of us who have run on DK2s both with and without ATW on the same hardware and the same settings know just how good it is.

For me it makes a massive difference, night and day, and that's what matters.
 
I'm not really complaining, i'm happy overall with the videocard and with the VR experience.

Is just i didn't understand well this thing of AW, at some point in other thread when we were talking and making predictions about the performance of ED in VR having in mind how it performs in a monitor, some users came up with the Asynchronous warp, like some kind of solution that would solve the problem of not constant 90fps.

Now i understand that AW is not magical, what it really does is improving the turning head experience so it feels natural and flawless (i compare it with my track ir experience... and it's amazingly smooth), but if you had stutter at 90fps with specific settings in the monitor... you will have the same thing in VR with same settings.

all this was more a question than a complain.
 
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...if you had stutter at 90fps with specific settings in the monitor... you will have the same thing in VR with same settings.

ATW is only being applied to the Rift screens - on the monitor you'll still see judder. Come to think of it, why is this technology not applied to the regular monitor screens as well?

No worries Dozer.k.a.o - if you're happy with your experience that's great - and it will all only get better in time.
 
ATW is only being applied to the Rift screens - on the monitor you'll still see judder. Come to think of it, why is this technology not applied to the regular monitor screens as well?

ATW converts 'world stuttering' into 'animation stuttering' (and various bits of distortion). In ED, with motion far from the player, little complex animation and relatively low resolution screens, it works well.

For desktop applications or more "physical VR" it's not so great.
 
ATW is one of the Rift's largest advantage over the Vive at this time.

Thats not true, ATW only helps in rotation movement, Vive's reprojection does the same but for translation movement, thats why CV1 even with touch will only be a standing and seating experience. If you want to play VR they way is suppose to be (rooms scale) ATW will not help you, giving even more advantage to the Vive.
 
Thats not true, ATW only helps in rotation movement, Vive's reprojection does the same but for translation movement, thats why CV1 even with touch will only be a standing and seating experience. If you want to play VR they way is suppose to be (rooms scale) ATW will not help you, giving even more advantage to the Vive.

maybe when it works properly / is supported properly, but right now, ATW does exactly what it says on the tin, and works really well. reprojection is not as well supported (at the moment)

I do not have a link but the flyinside FSX gave his thoughts on both of them and he found ATW to be great and ended up making his own for the vive.
 
maybe when it works properly / is supported properly, but right now, ATW does exactly what it says on the tin, and works really well. reprojection is not as well supported (at the moment)

I do not have a link but the flyinside FSX gave his thoughts on both of them and he found ATW to be great and ended up making his own for the vive.

Point is, saying ATW is the biggest advantage over the Vive is an false statement that suggest that you will only play seated. ATW works wonders now cause in ED you are seated, just rotating your head. It it not of any advantage over the Vive, only in ED cause is screw in the Vive, but thats FD fault. Everything else in the Vive is smooth and beatiful.
 
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Point is, saying ATW is the biggest advantage over the Vive is an false statement that suggest that you will only play seated. ATW works wonders now cause in ED you are seated, just rotating your head. It it not of any advantage over the Vive, only in ED cause is screw in the Vive, but thats FD fault. Everything else in the Vive is smooth and beatiful.

there articles with nothing to do with ED saying one of the biggest arguments for the rift is that ATW is (currently) superior to reprojection. FSX is apparently better on CV1 than VIVE (i say apparently because i have still not tied it since my dk2 days)
 
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