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SteamVR > General Discussions > Topic Details
aaron.leiby 31 Oct, 2016 @ 12:41pm
ATW/ASW on Rift via SteamVR
I've seen some confusion online regarding this and wanted to set the record straight.

When running the Rift through SteamVR, the Oculus runtime is still responsible for presenting images to the device's screen. The SteamVR compositor adds chaperone, the dashboard, etc. but then hands off the textures to the Oculus compositor for it to perform its own distortion correction, chromatic aberration correction, etc. This also allows their framerate mitigation techniques (i.e. ATW and/or ASW to kick in), bypassing our own implementations of similar techniques.
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Showing 1-4 of 4 comments
Linkup 29 Nov, 2016 @ 4:15am 
Was it originally like this, say 6 months ago?
pittsburghjoe 29 Nov, 2016 @ 1:25pm 
Will oculus home still popup?
RedJimi 29 Nov, 2016 @ 3:44pm 
Originally posted by pittsburghjoe:
Will oculus home still popup?
Supposedly that's how the Oculus SDK runs, so ... yes?
Originally posted by aaron.leiby:
This also allows their framerate mitigation techniques (i.e. ATW and/or ASW to kick in), bypassing our own implementations of similar techniques.

Do I need to disable your techniques for this to work or do you disable them automatically?
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SteamVR > General Discussions > Topic Details
Date Posted: 31 Oct, 2016 @ 12:41pm
Posts: 4