[webvr] Implement support for Oculus Asynchronous Timewarp

RESOLVED WORKSFORME

Status

()

Core
Graphics
RESOLVED WORKSFORME
3 years ago
2 years ago

People

(Reporter: kip, Assigned: kip)

Tracking

Trunk
All
Windows
Points:
---
Dependency tree / graph

Firefox Tracking Flags

(Not tracked)

Details

(Whiteboard: [webvr])

(Assignee)

Description

3 years ago
In order to reduce the effects of latency and jank in WebVR, we wish to take advantage of the "Asynchronous TimeWarp" effect supported in the latest Oculus SDK for Windows.
(Assignee)

Updated

3 years ago
Depends on: 1230352
(Assignee)

Updated

3 years ago
Blocks: 1237693
Whiteboard: [webvr]

Comment 1

2 years ago
Kip, do we have support for this already as of 1.2 runtime implementation?
Flags: needinfo?(kgilbert)
(Assignee)

Comment 2

2 years ago
The 1.3 runtime implementation (Bug 1260530), effectively enables Asynchronous Timewarp by running on newer runtimes; however, there are some things we can do to make Timewarp work better.  In particular we need to create Oculus layers with depth buffers.  I'd recommend this happen after implementing the "VR Compositor" in Bug 1258504, as that makes it easier to send the depth buffer to the Oculus API.

I'd suggest that this be lower priority than other issues for now, as we are already seeing ATW working in most cases with 1.3 runtimes.
Flags: needinfo?(kgilbert)
Firefox 46 has already been released so I take it this was not done for that release. Please update status flags to reflect current milestone targets.
status-firefox46: affected → ---
(Assignee)

Comment 4

2 years ago
Oculus has removed the depth buffer functionality for Asynchronous Timewarp in the latest Oculus SDK (currently 1.6).  We have already implemented everything needed for Asynchronous Timewarp.
Status: NEW → RESOLVED
Last Resolved: 2 years ago
Resolution: --- → WORKSFORME
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