![]() ![]() ![]() That gives developers the flexibility to use the feature when they need it or disable it when it isn’t wanted, even on the fly.ĭevelopers also have full control over the key data the goes into Application Spacewarp: depth-buffers and motion vectors. Meta emphasizes that Application Spacewarp is fully controllable by the developer on a frame-by-frame basis. Of course 60 FPS for 120Hz display would be even better from a refresh rate standpoint, but in this case a 60 FPS app using Application Spacewarp would require additional optimization compared to a native 72 FPS app (because of the overhead compute used by Application Spacewarp). 'Beat Saber' Finally Gets a Skrillex Music Pack, Now Available on All Major Headsets That makes it a fairly easy ‘drop-in’ solution which makes the app run better without requiring any additional optimization. Meta Tech Lead Neel Bedekar posits that 45 FPS for 90Hz display is the “sweet spot” for developers using Application Spacewarp because it requires less compute than the current minimum bar (45 FPS instead of 72 FPS) and results in a higher refresh rate (90Hz instead of 72Hz). Developer Controlĭevelopers using Application Spacewarp can target 36 FPS for 72Hz display, 45 FPS for 90Hz, or 60 FPS for 120Hz. Meta, having tested the system with a number of existing Quest applications, says that the technique increases the render time available to developers by up to 70%, even after Application Spacewarp finishes its work. Of course, Application Spacewarp itself needs some of the freed up compute time to do its work. Image courtesy MetaĪn application targeting 36 FPS has twice as much time for each frame to render compared to running at 72 FPS that extra time can be spent by developers however they’d like (for instance, to render at a higher resolution, use better anti-aliasing, increase geometric complexity, put more objects on screen etc). Visually, the app appears to be running at the same rate as a full-framerate app, but only half of the normal rendering work needs to be done. The technique achieves this by allowing applications to run at half-framerate (for instance, 36 FPS instead of 72 FPS), and then the system generates a synthetic frame, based on the motion in the previous frame, which is filled in every-other frame. That’s why at Connect 2021 last week, Meta introduced a new Quest rendering technology called Application Spacewarp which it says can improve application performance by nearly 70%. ![]() It’s even harder if they want to use the 90Hz or 120Hz display modes (which make apps look smoother and reduce latency).Ĭonsidering the high bar for performance on Quest’s low-powered hardware, anything that can help boost app performance is a boon for developers. Original Article (November 5th, 2021): Given that Quest is powered by a mobile processor, developers building VR apps need to think carefully about performance optimization in order to hit the minimum bar of 72 FPS to match the headset’s 72Hz display. The original article, which overviews the Application Spacewarp rendering tech, continues below. The company has also updated the OVRMetrics tool with Application Spacewarp metrics. The tools include support for Unity, Unreal Engine, and native applications. Update (November 12th, 2021): Meta has now released Application Spacewarp for developers. While similar to the Asynchronous Spacewarp tech available to Oculus PC apps, Meta says Application Spacewarp will produce even better results. At Connect 2021 last week, Meta revealed a new Quest rendering technology called Application Spacewarp which it says can increase the performance of Quest apps by a whopping 70%. ![]()
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