MarketAsynchronous reprojection
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Asynchronous reprojection

Asynchronous reprojection is a class of computer graphics technologies aimed at ensuring a virtual reality headset is responsive to user motion even when the GPU isn't able to keep up with the headset's target framerate, and to reduce perceived input lag at all times regardless of internal framerate. Reprojection involves the headset's driver taking one or multiple previously rendered frames and using newer motion information from the headset's sensors to extrapolate the previous frame into a prediction of what a normally rendered frame would look like. "Asynchronous" refers to this process being continuously performed in parallel with rendering, allowing synthesized frames to be displayed without delay in case a regular frame is not rendered in time, and reprojecting all frames by default to reduce perceived latency.

Variations
Various vendors have implemented their own variations of the technique under different names. Basic versions of the technique are referred to as by Google and Valve, Valve's early version called interleaved reprojection would make the application run at half frame rate and reproject every other frame. A later variant by Valve is SteamVR Motion Smoothing, which builds upon regular asynchronous reprojection in being able to reproject two frames instead of one. == See also ==
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