Ich buddel den Thread mal aus, da interessanter Blogbeitrag von Oculus. Our Road to PTW ASW 1.0 vs 2.0 Combining ASW with PTW Flavors of PTW Going Deeper on Depth Known API Limitations Summary & Final Thoughts Glossary References Developer Guide to ASW 2.0 Last April, we announced the release of Asynchronous Spacewarp (ASW) 2.0 combining the power of ASW 1.0 with Positional Timewarp (PTW) to provide higher-quality and lower-latency VR. In this blog entry, we build on the initial ASW 2.0 post to provide more technical details as well as tips on how to make sure your VR application is ASW 2.0-ready. Given the technical nature of this post, be sure to review to the glossary provided at the end of this article for more info on Oculus, and VR-specific terminology discussed throughout the article. Weiterleiten →