Oculus Announces Asynchronous Timewarp Support for Rift SDK for Reduced Latency
Oculus has just announced that the SDK for its Rift headset now supports Asynchronous Timewarp (ATW). The news comes only a couple of days before the Oculus Rift starts shipping to consumers. This might not sound like much, but the functionality is actually going to make your virtual experience much more real.
Asynchronous Timewarp works by rendering a scene before it hits your eyes. Not only this, but it also keeps track of your head movement and shifts – which results in reduced latency, smoother movements and improved efficiency.
Oculus announced ATW back at GDC 2016 as a new feature on Rift, and since then it’s been working to implement this technology in the Oculus runtime for Rift. According to the Facebook owned VR firm:
ATW has counterintuitive technical requirements and places unique demands on the hardware and software. Oculus developed the specifications and requirements, and drove the development of ATW on PC with Microsoft, NVIDIA and AMD. The results speak for themselves.
The company further says ATW would reduce judder, in the form of shaking and vibration, that is produced when a frame is displayed out of sync. Though all apps will support ATW without having to do anything special, Oculus recommends developers continue to target 90 FPS with their games.
Oculus Rift will ship to consumers starting March 28.
Gohar is the lead editor at TechFrag. He has a wide range of interests when it comes to tech but he's currently spending a big chunk of his time writing about privacy, cyber security, and anything policy related.