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by modeless
4472 days ago
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Rendering the scene twice has overhead, so it would take extra time even if it was the same number of pixels total. But that's far from the only reason VR requires more power. 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. |
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I ask because I can completely understand how doubling the number of draw calls could be problematic in a VR situation.