![]() ![]() However it also won’t bring any GPU saving at all, while Pimax seems to claim it somehow does. So you’re right, most likely the game won’t need to support it. However like pointed out this wouldn’t make much sense since it would take much more GPU power for a game to run double the fps with half the resolution than double resolution with half the fps. In that last scenario the game would need to support it. Either it takes two eyes and sends them async or it takes one eye and sends it in sync. Timewarp is NOT a game rendering process but a process done by the HMD renderer or by SteamVR: when SteamVR (or the HMD renderer) doesn’t receive game frames fast enough, it interpolates them itself.īrainwarp on the other hand, is something invented by Pimax (?) which renders only 1 eye per timeslot. ![]() Timewarp is something completely different than brainwarp. So as you can see timewarp & brainwarp do not need to be supported directly by a program. Like watching movies, or using VR for a huge virtual desktop without the need of purchasing a ton of monitors. Still much more pixel than with Vive or Oculus and still no screendoor effect because of upscaling.Īlso, there are applications where performance does not matter at all. If that is not enough it is always possible to go down to 2xQHD or 2xFHD. This is usually barely noticeable but gives a significant raise in fps. Most VR games are indie games without modern graphics, which don’t need that much performance at all.Īlso you can reduce graphical effects in more demanding games from Ultra to High settings. I also don’t think that performance is a big problem. 90Hz is not perfect, but it is definitely ok. Resolution and FOV are the critical points with the current VR generation. However, since the Pimax 8K uses a 90Hz Display, I don’t think the second option is necessary at all. This is also the reason why the framerate of games running in 4K is not 25% of the framerate of games running in FHD, but much higher (about 50%). This is because only the last parts of the rendering pipeline like fragment shaders need to be executed more often. ![]() Doubling the resolution reduces the framerate to about 65 - 85% of the original framerate (heavily game dependent). Of course it would be more fluid, but it would also need much more processing power.Īccording to the first option, the game needs to render According to the second option, it needs to render the fps means you need hardware that is more than twice as fast. Well, the second option is not really better than the first option. Long story short: don’t count too much on ‘brainwarp’, it seems more like a marketing gimmick than a real viable strategy. Since Pimax seems to be the only one using ‘brainwarp’ (it seems their idea), I highly doubt any game at all supports this. This means that a game has to be programmed specifically with this in mind (just like a game would need to be programmed specifically to take advantage of a multi GPU setup). However this only will work if the game knows that it has to do it and knows how to do it. The other (WAY better) option would be if the game would only render 1 eye per T1, T1’, T2, T2’ etc, like shows in your 120hz table. This will save a bit of GPU power (that would be needed for render distortion for the 2nd eye) but really it’s the game render that takes the most time by far so the saving will be relatively very little. The Pimax HMD driver could choose to only do the render distortion for 1 eye and forward only that one eye. So this implies that in all of the above T1, T1’, T2, T2’, the game will render both a left eye and a right eye image. SteamVR or the HMD driver takes these images and processes them to a format that’s suitable for viewing through a lens and forwards the images over HDMI.Game renders left and right eye image, like you’d see them on your monitor.Like I explained before, you need to keep in mind that there are 2 render processes going on: ![]()
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