On Sun, Sep 6, 2015 at 7:34 PM, Björn Blissing <[email protected]> wrote:
> Hi Jan,
>
> Since SDK 0.6 Oculus have implemented both rotational AND positional 
> timewarp. The positional time warp require you to submit both a image texture 
> as well as a depth texture. This depth texture is then used to calculate the 
> tiny parallax effect due to movement between render and presentation.

Hum, alright. I was searching the documentation and the changelogs for
this but haven't seen it mentioned anywhere. I do wonder whether it
actually has any perceptible impact, considering the added complexity
and the relative slowness of the position tracking.

J.
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