Sensics Empowers VR Game Developers With Advanced New Asynchronous Time Warping Capabilities in OSVR

Developers can now use ATW to ensure a smooth user experience without having to take focus away from their game development

COLUMBIA, MD, Oct 19th, 2016 – Sensics, the developers of groundbreaking virtual reality (VR) technologies and co-founder of Open-Source Virtual Reality (OSVR), announced today the addition of industry-leading Asynchronous Time-Warping (ATW) capabilities to the OSVR software platform. By adding ATW capabilities to OSVR, Sensics is enabling developers in the largest open source VR consortium in the world to maintain focus on game innovation. Developers will be able create a smooth and fluid experience for users without spending significant time on the intricacies of image rendering.

“As a leader in VR technology, we want to see content come to market that looks great and fully takes advantage of the latest high performance hardware,” said Yuval Boger, CEO of Sensics and co-founder of OSVR. “We also understand that as our technology advances, it can create challenges for developers trying to produce seamless VR experiences. By making ATW available for all OSVR-supported devices, Sensics is helping developers to focus on building their games, not on the plumbing of rendering.”

Reducing the amount of time that it takes an image to catch up with the movements of a VR user is crucial for ensuring a great VR experience. As VR continues to become more advanced, image resolutions and frame rates are increasing at a rapid pace. As they do, it becomes harder and harder for developers to render images at a pace that matches a users movements. ATW, sometimes referred to as a “safety net” for rendering, addresses situations where rendering takes too long. If a render engine does not finish in time, ATW takes the previous frame, and applies time-warping to it to create a seamless visual experience for the user.

With ATW support in OSVR, developers can now take advantage of the latency reduction techniques offered by the newest graphics cards in order to reduce the lag between frames.  ATW is a part of the OSVR RenderManager codebase.

To learn more about ATW, visit this Sensics Insight article

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