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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 görüntüleme • 1 gün önce •via X (Twitter)

15 Yorum

Carter @ SIGGRAPH profil fotoğrafı
Carter @ SIGGRAPH1 gün önce

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

Hugues Bruyère profil fotoğrafı
Hugues Bruyère1 gün önce

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

Kyle McDonald profil fotoğrafı
Kyle McDonald1 gün önce

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

Hugues Bruyère profil fotoğrafı
Hugues Bruyère1 gün önce

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

Samarpit Santoki profil fotoğrafı
Samarpit Santoki1 gün önce

Reminds me of that scene from the movie mission impossible

Glauber profil fotoğrafı
Glauber1 gün önce

Reminded me of this

Nurecas profil fotoğrafı
Nurecas1 gün önce

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

Rishi profil fotoğrafı
Rishi1 gün önce

How does something like this work ?

hn profil fotoğrafı
hn1 gün önce

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

Ilya Verpovsky profil fotoğrafı
Ilya Verpovsky1 gün önce

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

Johan Romero profil fotoğrafı
Johan Romero1 gün önce

What are you using for the tracking?

GrayStone profil fotoğrafı
GrayStone1 gün önce

This is so cool!

Arthur Petron profil fotoğrafı
Arthur Petron1 gün önce

Halloween is coming up….

Matthew Hermans profil fotoğrafı
Matthew Hermans1 gün önce

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

Кирилл Руков profil fotoğrafı
Кирилл Руков1 gün önce

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?

Benzer Videolar

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 görüntüleme • 8 ay önce