Geometry shader stereoscopy works great, at least in my simple R&D testbed. Had to update everything to GL 4.3 for viewport select.
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so the problem of rendering stereoscopic 3d finally solved for one pass? What's the perf improvement over 2 passes?
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its a wash for the GPU, but driver overhead is cut almost in half. A real renderer still has to do post processing, etc.
do you get to use two GL contexts (duplicated state objects) or just one?
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How about instancing?I remember an article about cubemap using instanc, then gs for selecting the target gamedev.net/page/resources
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Unlike the Quest Pro, Quest 3 will be a very good value for the price. I still think $499 is too high of an entry price for VR to thrive, but with Quest 2 back to $299 base, this is a really good lineup.
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Introducing Meta Quest 3.
Coming this fall. Sign up for updates at: metaque.st/Quest3
Learn more at Meta Connect on September 27 - 28.
#MetaQuest3
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Heavy gauge copper wire is so expensive that there should be consumer grade transformers just for running power to out buildings. Not crazy high, but at some distance even just doubling the voltage should be a net cost savings.
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With modern radio systems, is there any difference in performance between antennas that are dedicated for transmit or receive versus transceiver antennas?
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