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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 просмотров • 1 день назад •via X (Twitter)

Комментарии: 15

Фото профиля Carter @ SIGGRAPH
Carter @ SIGGRAPH1 день назад

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

Фото профиля Hugues Bruyère
Hugues Bruyère1 день назад

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

Фото профиля Kyle McDonald
Kyle McDonald1 день назад

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

Фото профиля Hugues Bruyère
Hugues Bruyère1 день назад

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

Фото профиля Samarpit Santoki
Samarpit Santoki1 день назад

Reminds me of that scene from the movie mission impossible

Фото профиля Glauber
Glauber1 день назад

Reminded me of this

Фото профиля Nurecas
Nurecas1 день назад

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

Фото профиля Rishi
Rishi1 день назад

How does something like this work ?

Фото профиля hn
hn1 день назад

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

Фото профиля Ilya Verpovsky
Ilya Verpovsky1 день назад

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

Фото профиля Johan Romero
Johan Romero1 день назад

What are you using for the tracking?

Фото профиля GrayStone
GrayStone1 день назад

This is so cool!

Фото профиля Arthur Petron
Arthur Petron1 день назад

Halloween is coming up….

Фото профиля Matthew Hermans
Matthew Hermans1 день назад

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

Фото профиля Кирилл Руков
Кирилл Руков1 день назад

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 просмотров • 8 месяцев назад