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Add support for space warp in WebXR #24581
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Hmm... What's needed for generating that motion vector frame? 🤔 |
Basically, instead of drawing a color or sampling from a texture, the geometry needs to be filled with a delta pose |
Per-pixel deltas? That seems hard when you include skinning, morph targets, displacement and normal naps... 🤔 |
I was told that it usually isn't that hard to create a velocity map. Many recent games would not be possible before this feature was introduced and performance is the biggest issue in WebXR. |
What are some of those games? I would like to check them out on a Quest 2 to see how they look. |
I will ask if I can share that publicly Edit: a quick search showed this article, this one, this one and this one |
The Oculus browser is in the process of adding support for Space Warp.
TLDR , this is a technology that allows an experience to render at half the frame rate but display at the full display frame rate.
To make this work, the site needs to submit a low resolution motion vector texture and a low resolution depth texture in addition to the regular color texture.
How hard would it be add support for this to three.js?
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