- Joined
- Jul 31, 2024
- Messages
- 160 (1.26/day)
Processor | AMD Ryzen 7 5700X |
---|---|
Motherboard | ASUS ROG Strix B550-F Gaming Wifi II |
Cooling | Noctua NH-U12S Redux |
Memory | 4x8G Teamgroup Vulcan Z DDR4; 3600MHz @ CL18 |
Video Card(s) | MSI Ventus 2X GeForce RTX 3060 12GB |
Storage | WD_Black SN770, Leven JPS600, Toshiba DT01ACA |
Display(s) | Samsung ViewFinity S6 |
Case | Fractal Design Pop Air TG |
Power Supply | Corsair CX750M |
Mouse | Corsair Harpoon RGB |
Keyboard | Keychron C2 Pro |
VR HMD | Valve Index |
For about as long as FSR3 has been well-known, I've pondered the idea of how well frame generation would go over when it comes to the field of VR, especially for headsets without the capability for foveated rendering or anything of the like. Ideally it would either replace or make obsolete reprojection tech as a whole, though implementing it as the natural next step wouldn't be unwelcome either.
What I'm asking is: who is actually interested in adding frame-gen to VR runtimes/compositors and when would we expect to have a workable implementation in our hands?
What I'm asking is: who is actually interested in adding frame-gen to VR runtimes/compositors and when would we expect to have a workable implementation in our hands?