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This time the tracking runs with a 120 fps global-shutter camera. Getting twice as many position updates, with much fewer gaps when tracking faster movements… It feels much better. The window is still rendering from a position roughly 20–24 ms in the past, but I compensate for some of...

171,440 Aufrufe • vor 1 Tag •via X (Twitter)

15 Kommentare

Profilbild von Carter @ SIGGRAPH
Carter @ SIGGRAPHvor 1 Tag

I wonder how that would look like with a sbs 3D display

Profilbild von Hugues Bruyère
Hugues Bruyèrevor 1 Tag

that’s definitely something I’d like to try.

Profilbild von Kyle McDonald
Kyle McDonaldvor 1 Tag

nearly flawless. i bet if you do eye tracking, our eyes move slower and more predictably than a camera in hand 😳

Profilbild von Hugues Bruyère
Hugues Bruyèrevor 1 Tag

rendering the POV from the midpoint between the two eyes really does not work with that scene.

Profilbild von Samarpit Santoki
Samarpit Santokivor 1 Tag

Reminds me of that scene from the movie mission impossible

Profilbild von Glauber
Glaubervor 1 Tag

Reminded me of this

Profilbild von Nurecas
Nurecasvor 1 Tag

Ive always imagined something like this but wallsized in my and my parents homes. So that to just chat with them or spend time, we could just sit in a sofa near the wall. It is different from usual vidcon. And also as someone said an SBS 3D would be cool

Profilbild von Rishi
Rishivor 1 Tag

How does something like this work ?

Profilbild von hn
hnvor 1 Tag

so cool man. how many cameras are used for this?

Profilbild von Ilya Verpovsky
Ilya Verpovskyvor 1 Tag

I'm wondering why nobody makes such things for games? I saw similar demos being made with the Nintendo Wii twenty years ago.

Profilbild von Johan Romero
Johan Romerovor 1 Tag

What are you using for the tracking?

Profilbild von GrayStone
GrayStonevor 1 Tag

This is so cool!

Profilbild von Arthur Petron
Arthur Petronvor 1 Tag

Halloween is coming up….

Profilbild von Matthew Hermans
Matthew Hermansvor 1 Tag

Nice that there's no annoying moiré killing the vibe!

Profilbild von Кирилл Руков
Кирилл Руковvor 1 Tag

why the fuck anyone need this in real if it's not stereoscopic? you are making stuff for some kind of monocular robots or humans?

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In my previous post about the #Nioh3 demo, I mentioned that when the game isn’t consistently holding 60 FPS or 120 FPS, several issues can show up. Here’s a clearer breakdown of what's going on. The main reason is that the game speed and physics are tied to the frame rate. When you enable the 120 FPS cap, the engine start overreacting and pushes CPU usage very high, even if the game is still running at around 60 FPS (as shown in the first example). In the second clip, you can see the uneven, jittery camera movement I mentioned before. Notice how much smoother 60 FPS and 120 FPS look compared to the unlocked side. Also, camera movement at 60 FPS is slightly faster than at 120 FPS. In the third clip, player movement is slower when the frame rate is unlocked. This doesn’t happen all the time, but it shows up often enough to be noticeable. Because of how the Katana Engine behaves, the game is clearly designed around 60 FPS. Running at 120 FPS is possible, but it’s only recommended if your system can maintain that target almost all the time, which isn’t easy to achieve. There’s also an alternative workaround where you select the 60 (locked) option and enable Frame Generation (DLSS or FSR 3), as shown in the last clip. The downside is that DLSS Frame Generation tends to show the same stuttery look as when the frame rate isn’t holding a fixed target, likely due to Reflex keeping the frame rate slightly below target. FSR Frame Generation, on the other hand, looks much smoother and works better here.

BenchmarKing

17,820 Aufrufe • vor 8 Monaten