Well if it was my block, inside of it is where I'd put the timewarp logic. I'd collect and project orientation data, transmit it to the game pipeline, and have the game annotate its output images with the data it used, and then when I get a copy of that image I'd collect fresh orientation data and apply the necessary correction before display. I'd also measure the latency and error and transmit that back to the game so they have the option of taking some measures to fix it (even if they eventually just zip it up and email it to themselves so they know how badly they're doing).gilesgoat wrote:I know what the external block is and what it does but I cannot tell you ...
Note that this does _not_ imply tolerance for frame dropping -- although it implicitly has the ability to implement some interpolation, the results are going to have quality issues -- it's all about rotational latency (you'd still expect positional latency, but not judder, unless the game fucked up, then you get both).






