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.
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?
Live today, because you never know what tomorrow brings
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.
Look up "asynchronous time-warp". /thread
Pretty much this. Here's a video explaining time warping, it also has some links for more details in the video description.
https://www.youtube.com/watch?v=WvtEXMlQQtI/