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Samsung Gear VR Innovator Edition

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Samsung Gear VR highlights,

"Custom calibrated sensors talk to a dedicated kernel driver
Enabling real time scheduled multithreaded application processes at guaranteed clock rates
Context prioritized GPU rendering, enabling asynchronous time warp
Facilitating completely unbuffered display surfaces for minimal latency
Supporting low-persistence display mode for improved comfort, visual stability, and reduced motion blur / judder"


No position tracking like the DK2, 2560x1440 screen, and a 600MHz Adreno 420 GPU.

Thoughts
AnandTech talks about the capacity of 25.6 GB/s on Snapdragon 805. Adreno 420 GPU benchmarks for a different product, Pantech IM-A930 Vega show roughly 6 Mtex/ms (using the on-screen benchmark) or roughly 1.6 texture fetches per pixel per millisecond at the native resolution.

For a platform without position tracking: async timewarp paired with the higher resolution screen, high memory bandwidth, and a GPU which is a deferred vertex shading tiler sounds like a really smart setup for mobile VR. The deferred vertex shading tiler reduces the bandwidth taken by vertex outputs (pushing geometry is important for VR), the tiling for MSAA reduces the cost for high quality anti-aliasing. Having an Oculus store removes the problem of applications fighting for space in a infinite sea of non-VR Android application listings.

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