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According to Oculus, this technique has worked well in a Unity sample for scenes that are pixel shader heavy, saving up to 20% on GPU performance. <ref name=”1”></ref> <ref name=”2”>Lang, B. (2017). Oculus’ new ‘stereo shading reprojection’ brings big performance gains to certain VR scenes. Retrieved from https://www.roadtovr.com/oculus-new-stereo-shading-reprojection-brings-big-performance-gains-certain-vr-scenes/</ref>
 
According to Oculus, this technique has worked well in a Unity sample for scenes that are pixel shader heavy, saving up to 20% on GPU performance. <ref name=”1”></ref> <ref name=”2”>Lang, B. (2017). Oculus’ new ‘stereo shading reprojection’ brings big performance gains to certain VR scenes. Retrieved from https://www.roadtovr.com/oculus-new-stereo-shading-reprojection-brings-big-performance-gains-certain-vr-scenes/</ref>
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Usually, virtual reality apps render the scene twice - one for each eye. Since the two images normally look similar, the Oculus researchers thought of sharing some pixel rendering work between both eyes. Stereo shading reprojection is a technique that makes this possible. <ref name=”1”></ref>
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First-generation oculus virtual reality apps render the scene twice - one for each eye. Since the two images normally look similar, the Oculus researchers thought of sharing some pixel rendering work between both eyes. Stereo shading reprojection is a technique that makes this possible. <ref name=”1”></ref>
    
Stereo shading reprojection is easy to add to Unity-based projects and could also be integrated with Unreal or other engines. This technology comes after the introduction, in 2016, of Asynchronous Spacewarp, also developed by Oculus. This was also a rendering technology that permitted the company to establish lower minimum specifications for the [[Oculus Rift]]. <ref name=”1”></ref> <ref name=”2”></ref>
 
Stereo shading reprojection is easy to add to Unity-based projects and could also be integrated with Unreal or other engines. This technology comes after the introduction, in 2016, of Asynchronous Spacewarp, also developed by Oculus. This was also a rendering technology that permitted the company to establish lower minimum specifications for the [[Oculus Rift]]. <ref name=”1”></ref> <ref name=”2”></ref>