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by mortenjorck
4468 days ago
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It's rendering it twice, but at only half the resolution. Thinking about this more, the closest analog to stereo rendering would seem to be games with a split-screen mode. Which, in my experience, often does entail a performance hit (though certainly not a generation-sized one). My guess is that how much a second viewport affects performance is highly engine-dependent. Ironically, the one game I remember having the biggest delta from single-screen to split-screen is the Dreamcast version of Quake III: I distinctly recall the sharp drop in poly-count on the otherwise curvy rocket launcher. |
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Due to the distortion caused by the lenses the scene must be rendered at about 1.4x the normal resolution. Then there's a warping step that performs the inverse of the lens distortion, which is an additional cost. Also, good VR requires rendering at 90 Hz, not 60 Hz, so that's another 1.5x. Furthermore, frame tearing artifacts and FPS hiccups are much worse in VR, so you need extra headroom to eliminate them even in worst-case scenarios.