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1/ @NOTimothyLottes

@tom_forsyth

1st Oculus buyer, built non-tri engine rendering pixel perfect AA into warped space directly (>120 Hz on laptop). Later Valve+Oculus disable ability to render into VR display directly. VR went Totalitarian Dictatorship, no longer a country some of us had any interest living in.

2/ @canadacow

@NOTimothyLottes @tom_forsyth

“Later Valve+Oculus disable ability to render into VR display directly.”

The only people this affected were the tinkerers who never made any actual software for VR. Everyone else (>99.9999% of people) benefited greatly from this change.

3/ @NOTimothyLottes

@canadacow @tom_forsyth

That is obviously untrue. For one, it’s trivial to support both interfaces. Benefiting those who needed what exists today didn’t need to come at the cost of disabling everyone who wanted to do something differently …

4/ @NOTimothyLottes

@canadacow @tom_forsyth

… A recipe for 1983 Atari-like ‘quantity no quality’, the only interface available is the one designed for content which cannot hit VR fps and not late latching {timewarp}, and not doing good pixel quality/filtering {perspective-projection post-(T)AA lenswarp} …

5/ @NOTimothyLottes

@canadacow @tom_forsyth

… Local in US, VR-cades empty (even pre-COVID). What I see in Manila: Empty VR arcade adjacent to classic arcades like Timezone packed with people (Megamall). Likewise in Singapore where masks are not required, VR-cades are empty (around Orchard) …

6/ @NOTimothyLottes

@canadacow @tom_forsyth

… VR is struggling, worst thing to do to struggling industry is use API dogma to disable any possibility of disruptive technology that might be a break out success, as single ultimate quality titles can be system sellers.

7/ @canadacow

@NOTimothyLottes @tom_forsyth

We eventually restored access to the display. And then, by nature of mobile hardware (Quest) took it away again.

While extremly aquainted with your perspective, it was never communicated to me exactly the breakthrough that would arise from direct scanout.

8/ @NOTimothyLottes

@canadacow @tom_forsyth

Non-triangle renderer can output directly in the warped domain for a massive reduction in cost, and increase in quality. Quality above even a conventional perspective projection render 8xMSAA custom resolve that resolves into the warped domain.

9/ @tom_forsyth

@NOTimothyLottes @canadacow

It’s about a 20%-30% reduction in pixels. Which isn’t nothing, but it’s not amazing either. I will say it again - we re-enabled it, and basically nobody ever used it. Because it’s difficult to use.

10/ @NOTimothyLottes

@tom_forsyth @canadacow

Note it isn’t just about the reduction in pixels. It’s about having total filtering which is output-center pixel aligned/etc, instead of multiple resampled (once in-app filtering, second to warp).

11/ @NOTimothyLottes

@tom_forsyth @canadacow

Anyway, thanks for the info @tom_forsyth & @canadacow. Late-latch, end-of-frame camera rotation correction, predicted user eye focus LOD/detail, rendering in a warped space, etc, all apply to non-VR quite well, so not loosing sleep over the past :)

12/ @canadacow

@NOTimothyLottes @tom_forsyth

Always fun to chat about this stuff. There was never any conspiracy—just something devs got wrong a lot and users were annoyed with. It was them or the tinkerers. FWIW, nearly everything you listed here made it to the Rift S.