Hi,
I clarified the statement in the README: QVR applications do not need to care
about threads, but are still free to implement any threading model.
(QVR uses threads internally, but does not expose them to the application.)
Cheers,
Martin
--
Read this topic online here:
This project is highly interesting, but doesn't the single threaded
approach per GPU cost a bit of performance
(FPS) in very complex scenes? Achieving stable 90 FPS is critical in VR.
Christian
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Hi,
I'd like to announce the recent 1.0 release of QVR, a library for simple
development of Virtual Reality applications that run on various HMDs
(HTC Vive, Oculus Rift, OSVR-supported) as well as multi-GPU and
rendercluster-based VR systems:
https://github.com/marlam/qvr
QVR allows simple
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