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Summary 0031694: Visualization, TKOpenGl - filter invisible peripheral areas while rendering in VR
Revision 2020-07-30 11:31 by kgv
Description There are common optimization tricks for VR rendering:
- Lenses make distance peripheral areas inaccessible to eyes, while viewer still renders them.
  Applying stencil test using pre-defined mask would give some performance boost (in case of slow fragment shader).
  [Upto 17% fill rate reduction]
- Lenses make close peripheral areas highly distorted to eyes compared to the area in a center.
  Rendering such areas with lower resolution can give a small boost, but very tricky.
- Rendering stereoscopic pair requires doubles render passes.
  It is theoretically possible using multi-view rendering techniques, but these over-complicate rendering and double framebuffer memory requirements (which are considerable for high-end VR headsets).
  The most reasonable optimization is re-using command buffers to reduce CPU occupation.

References:
http://media.steampowered.com/apps/valve/2016/Alex_Vlachos_Advanced_VR_Rendering_Performance_GDC2016.pdf [^]
Revision 2020-07-30 11:26 by kgv
Description There are common optimization tricks for VR rendering:
- Lenses make distance peripheral areas inaccessible to eyes, while viewer still renders them.
  Applying stencil test using pre-defined mask would give some performance boost (in case of slow fragment shader).
  [Upto 17% fill rate reduction]
- Lenses make close peripheral areas highly distorted to eyes compared to the area in a center.
  Rendering such areas with lower resolution can give a small boost, but very tricky.
- Rendering stereoscopic pair requires doubles render passes.
  It is theoretically possible using multi-view rendering techniques, but these over-complicate rendering and double framebuffer memory requirements (which are considerable for high-end VR headsets).
  The most reasonable optimization is re-using command buffers to reduce CPU occupation.


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