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Oculus Rift Developer Kit 2 and Latency Mitigation techniques

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This was a presentation I gave at HPG 2014 in Lyon, France.

Published in: Technology, Business
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Oculus Rift Developer Kit 2 and Latency Mitigation techniques

  1. 1. DK2 and Latency Mitigation Cass Everitt Oculus VR
  2. 2. Being There • Conventional 3D graphics is cinematic – Shows you something • On a display, in your environment • VR graphics is immersive – Takes you somewhere • Controls everything you see, defines your environment • Very different constraints and challenges
  3. 3. Realism and Presence • Being there is largely about sensor fusion – Your brain’s sensor fusion – Trained by reality – Can’t violate too many hard-wired expectations • Realism may be a non-goal – Not required for presence – Expensive – Uncanny valley
  4. 4. Oculus Rift DK2 • 90°-110° FOV • 1080p OLED screen – 960x1080 per eye • 75 Hz refresh • Low persistence • 1 kHz IMU • Positional tracking
  5. 5. Low Persistence • Stable image as you turn - no motion blur • Rolling shutter – Right-to-left – 3ms band of light – Eyes offset temporally
  6. 6. Positional Tracking • External camera, pointed at user • 80° x 64° FOV • ~2.5m range • ~0.05mm @ 1.5m • ~19ms latency – Only 2ms of that is vision processing
  7. 7. Position Tracking + = technology magic The good news: You don’t need to know.
  8. 8. Image Synthesis • Conventional planar projection – GPUs like this because • Straight edges remain straight • Planes remain planar after projection • Synthesis takes “a while” – So we predict the position / orientation – A long range prediction: ~10-30ms out
  9. 9. Note on Sample Distribution • Conventional planar projection, not great for very wide FOV – Big angle between samples at center of view
  10. 10. Alternative Sample Distributions • Direct render to cube map may be appealing • Tiled renderers could do piecewise linear – Brute force will do in the interim – But not much FOV room left at 100°
  11. 11. Optical Distortion
  12. 12. Distortion Correction
  13. 13. Optical Distortion • HMD optics cause different sample distribution – and chromatic aberration • Requires a resampling pass – Synthesis distribution -> delivery distribution – Barrel distortion to counteract lens’s distortion • Could be built in to a “smarter” display engine – Handled in software today • Requires either CPU, separate GPU, or shared GPU
  14. 14. Display Engine (detour) • In modern GPUs, the 3D synthesis engine builds buffers to be displayed • A separate engine drives the HDMI / DP / DVI output signal using that buffer • This engine just reads rows of the image • More on this later…
  15. 15. Time Warp • Optical resampling provides an opportunity – Synthesized samples have known location • Global shutter, so constant time – Actual eye orientation will differ • Long range prediction had error • Better prediction just before resampling • Both predictions are for the same target time • So resample for optics and prediction error simultaneously! • Note: This just corrects the view of an “old” snapshot of the world
  16. 16. Time Warp + Rolling Shutter • Rolling shutter adds time variability – But we know time derivative of orientation • Can correct for that as well – Tends to compress sampling when turning right – And stretch out sampling when turning left
  17. 17. Asynchronous Time Warp • So far, we have been talking about 1 synthesized image per eye per display period – @75 Hz, that’s 150 Hz for image synthesis – Many apps cannot achieve these rates • Especially with wide-FOV rendering • Display needs to be asynchronous to synthesis – Just like in conventional pipeline – Needs to be isochronous – racing the beam – Direct hardware support for this would be straightforward
  18. 18. Asynchronous Time Warp • Slower synthesis requires wider FOV – Will resample the same image multiple times • Stuttering can be a concern – When display and synthesis frequencies “beat” – Ultra-high display frequency may help this – Tolerable synthesis rate still TBD • End effect is, your eyes see the best information we have – Regardless of synthesis rate
  19. 19. Questions? • cass.everitt@oculusvr.com • For vision questions: – dov.katz@oculusvr.com

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