On Sun, Feb 8, 2015 at 5:17 PM, <[email protected]> wrote: > I also believe that oculusosgviewer uses it's own rendering code, and does > not take advantage of Oculus' optimized code and/or timewarping.
AFAIK, you can do both, but integrating the Oculus rendering is a fairly big PITA, because of how deep in the pipeline the code sits. The timewarp feature will at best fool your viewer thinking that the latency is less than a frame, nothing more. It has to usably work without the timewarp as well. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

