Book Image

Mastering Oculus Rift Development

By : Jack Donovan
Book Image

Mastering Oculus Rift Development

By: Jack Donovan

Overview of this book

Virtual reality (VR) is changing the world of gaming and entertainment as we know it. VR headsets such as the Oculus Rift immerse players in a virtual world by tracking their head movements and simulating depth, giving them the feeling that they are actually present in the environment. We will first use the Oculus SDK in the book and will then move on to the widely popular Unity Engine, showing you how you can add that extra edge to your VR games using the power of Unity. In this book, you’ll learn how to take advantage of this new medium by designing around each of its unique features. This book will demonstrate the Unity 5 game engine, one of most widely-used engines for VR development, and will take you through a comprehensive project that covers everything necessary to create and publish a complete VR experience for the Oculus Rift. You will also be able to identify the common perils and pitfalls of VR development to ensure that your audience has the most comfortable experience possible. By the end of the book, you will be able to create an advanced VR game for the Oculus Rift, and you’ll have everything you need to bring your ideas into a new reality.
Table of Contents (17 chapters)
Mastering Oculus Rift Development
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Asynchronous Timewarp


The good news regarding the high performance cost of the Oculus Rift is that you're not without help. Asynchronous Timewarp (ATW) is a rendering technique that helps fill delays in rendering with a calculated intermediary frame.

In essence, ATW warps an image based on the user's head movement, giving the appearance of multiple rendered frames but actually only modifying one while the rest are generated. All rendered images need to be warped at a baseline level so they don't appear skewed when viewed through the lenses, so adding an extra step to the warping process is relatively inexpensive for your hardware.

ATW can go a long way in making up for lost time in your VR experience, but it's important not to rely too heavily on it, because like every other rendering trick, it has its limits. For instance, with purely rotational ATW, the user can experience positional judder, which causes objects close to the user to appear blurry or doubled noticeable.

This screenshot of a submarine interior, provided by Oculus, demonstrates the perceived effect of positional judder:

ATW calculations are relatively simple because they only take rotation into account. Lateral movement is an entirely different problem; in 2016 Oculus announced work on a complementary feature called Asynchronous Spacewarp, which will perform predictions for head position as well. We'll see Asynchronous Timewarp at work in a later chapter, when we focus on performance and optimization of VR experiences.