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Asynchronous Spacewarp Explained

Asynchronous Spacewarp Explained

At yesterday’s Oculus Conn3ct event in California, Oculus CEO & Co-founder Brendan Iribe, reported that their Asynchronous Timewarp already delivers a 50x reduction in glitches, “But it’s not a silver bullet. It’s great for looking around - for head orientation - but it doesn’t work for positional movement. So if you’re moving your hands or the entire scene is moving, you might experience judder.”

 

How Spacewarp Works

Oculus has been working on Asynchronous Spacewarp to solve this issue. Iribe explained that it, “Takes the app’s two previous frames, analyses the difference and it calculates the spatial transform to extrapolate and generate a new synthetic frame.”

Spacewarp extrapolates and generates a new synthetic frame

Spacewarp takes the strain off the user’s PC hardware by reducing the app’s framerate to 45fps and using a synthetic image every other frame to still display at 90fps. Iribe claims that this solves problems with head translation, moving objects and even the entire scene, “So when you’re moving your hands in the scene, you won’t have judder or ghosting images.”

Spacewarp reduces the app to 45fps, still displays at 90fps
 

No Substitute For Power

Spacewarp will never make your powerful GPU redundant, but it does mean that consumers will be able to access PC VR without high performance ‘enthusiast’ hardware. And will all this techno-trickery be difficult for developers to implement? Not at all; “It’s built into the Oculus runtime and it works automatically.”

Managing Editor

Steve is an award-winning editor and copywriter with nearly 25 years’ experience specialising in consumer technology and video games. He was part of a BAFTA nominated developer studio. In addition to editing TheVirtualReport.biz, Steve contributes to BeyondGames.biz, PocketGamer.biz, PCGamesInsider.biz and BlockchainGamer.biz, as well as creating marketing content for a range of SMEs and agencies.