Ask Slashdot: Why Don't Graphics Cards For VR Use Real-Time Motion Compensation?
dryriver writes: Graphics cards manufacturers like Nvidia and AMD have gone to great pains recently to point out that in order to experience virtual reality with a VR headset properly, you need a GPU capable of pushing at least a steady 90 FPS per eye, or a total of at least 180 FPS for both eyes, and at high resolutions to boot. This of course requires the purchase of the latest, greatest high-end GPUs made by these manufacturers, alongside the money you are already plonking down for your new VR headset, and a good, fast gaming-class PC. This raises an interesting question: virtually every LCD/LED TV manufactured in the last 5 or 6 years has a 'Real-Time Motion Compensation' feature built in. This is the not-so-new-at-all technique of taking, say, a football match broadcast live at 30 FPS or Hz, and algorithmically generating extra in-between frames in real time, thus giving you a hyper-smooth 200-400 FPS/Hz image on the TV set with no visible stutter or strobing whatsoever. This technology is not new. It is cheap enough to include in virtually every TV set at every price level (thus the hardware that performs the real-time motion compensating cannot cost more than a few dollars total). And the technique should, in theory, work just fine with the output of a GPU trying to drive a VR headset. Now suppose you have an entry level or mid-range GPU capable of pushing only 40-60 FPS in a VR application (or a measly 20-30 FPS per eye, making for a truly terrible VR experience). You could, in theory, add some cheap motion compensation circuitry to that GPU and get 100-200 FPS or more per eye. Heck, you might even be able to program a few GPU cores to run the motion compensation as a real-time GPU shader as the rest of the GPU is rendering a game or VR experience.
So my question: Why don't GPUs for VR use real-time motion compensation techniques to increase the FPS pushed into the VR headset? Would this not make far more financial sense for the average VR user than having to buy a monstrously powerful GPU to experience VR at all?
So my question: Why don't GPUs for VR use real-time motion compensation techniques to increase the FPS pushed into the VR headset? Would this not make far more financial sense for the average VR user than having to buy a monstrously powerful GPU to experience VR at all?
I find the effect sickening on a flat TV. I'd gather it's worse in goggles.
You can't change the angle at which the scene is rendered by interpolating between frames.
It's not the raw framerate. It's that the scene your viewing has to match where you're looking that quickly or you get motion sick.
Look up "asynchronous time-warp". /thread
Broadcast TV with this stuff on has considerable latency. It looks at the next frame and then interpolates its way there, might work reasonably well to watch a recorded show but would be pretty horrible for real time motion from VR. Next question?
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It's not throughput that matters, it's latency. If there's more than a tiny delay between turning your head and your eyes seeing the viewport move, then many people get bad motion sickness.
In order to add a frame between 1 and 2, you have to have received both frame 1 and frame 2. People are already getting sick because what they see and do don't match, you're going to make it worse by making what they see lag further behind what little the headset picks up.
If I have been able to see further than others, it is because I bought a pair of binoculars.
High frame rate is important for motion data, but it's also (and perhaps primarily) about latency. It is *much* more jarring in my Rift to experience latency -- akin to rapid sea-sickness -- than to have a lower frame rate.
Getting more motion information would be great but we can't sacrifice latency for it, and those TVs tend to have a very noticeable amount of latency. Not that this is an unsolvable problem -- I just haven't seen it yet.
The biggest reason is latency. People start getting nauseous when they turn their head in a VR headset and their view doesn't change quickly to match the head movement. Motion Compensation on TVs relies on having at least two frames (or 22ms worth of frames at 90fps if this were a current-gen VR headset) already at the TV in order to do the calculations for a frame in between, and in practice they could be buffering 2-3 seconds worth of frames for their calculations and you'd never notice that your TV is displaying your channel 2-3 seconds behind everyone else because it's not interactive.
Unfortunately even 22ms of desynchronization between our heads and our eyes is uncomfortable for most people.
I imagine that at a high enough refresh-rate (180hz?), you could get away with the added delay (11ms at 180hz, 6ms at 360hz), but at that point the image would already be very smooth so you wouldn't be gaining anything of value.
you need a GPU capable of pushing at least a steady 90 FPS per eye, or a total of at least 180 FPS for both eyes
Um, what? That's entirely wrong. You need a steady 90 fps, that's it. There's no doubling because of eyes, this isn't 3D TVs where you need to alternate frames. The only other concern is that the resolution is higher than 1080p.
Oculus 1.3 runtime for the Rift was released with async timewarp. When it was released DK2 users used to earlier runtimes without it were all over the boards with phrases like "holy shit" and "DK3" to explain how ATW changed everything for them. Jitter issues magically disappeared overnight with only a simple software update.
More generally there is one and only one "trick" for improving VR quality going forward and that is foveated rendering. This technology is absolutely critical to any serious vision of future HMDs.
To provide some context cones of our eyes cover a massive (cough cough) 15 degrees of arc. That's it. You can't even lean back and read 1/4 of what is on your monitor without moving your eyeballs around to do it. 4k is overkill.. 1080 is overkill... The future in VR is entirely locked up in sensing eye orientation and optical and or electronic steering of relatively low resolution displays in response.
You feel motion but you don't see it and your brain is drawing two different opposing conjectures.
... which is actually kind of amusing when I think about it. There's a watchdog circuit somewhere in your brain dedicated specifically to checking whether or not your sensory inputs match up, and when it detects that they don't, it assumes that you are drunk or high (or otherwise somehow poisoned) and initiates the upchuck routine. How many generations of questionable-quality-alcohol drinkers did it take to evolve that?
I don't care if it's 90,000 hectares. That lake was not my doing.