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RichFelker's profile
Rich Felker
Rich Felker
Rich Felker
@RichFelker

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Rich Felker

@RichFelker

Yeah, I do @musllibc, FOSS & infosec stuff. But now is not the time for a mostly-/only-tech Twitter feed.

musl-libc.org
Joined March 2014

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    1. foone‏ @Foone Jul 3

      You want to know something about how bullshit insane our brains are? OK, so there's a physical problem with our eyes: We move them in short fast bursts called "saccades", right? very quick, synchronized movements. The only problem is: they go all blurry and useless during this

      703 replies 27,759 retweets 71,039 likes
      Show this thread
    2. Rich Felker‏ @RichFelker Jul 3
      Replying to @Foone @dev_console

      I feel like there are huge advances to be made in VR by reverse engineering the eyes and the brain's visual processing on a deeper level. Can probably get better, more realistic experience at less than 10% of current rendering cost.

      8 replies 11 retweets 177 likes
    3. foone‏ @Foone Jul 3
      Replying to @RichFelker @dev_console

      Yup! And Some forms of it are being worked on. Foveated rendering, for example, is a trick where you put an eye-tracker in the headset, and only render at max quality where the user is looking. Everywhere else can be low quality.

      4 replies 16 retweets 329 likes
      Rich Felker‏ @RichFelker Jul 3
      Replying to @Foone @dev_console

      What kind of latency requirement is there for delivering the hq version?

      8:57 PM - 3 Jul 2018
      • 1 Retweet
      • 30 Likes
      • A Tribe Called Stressed Jerry Sköld Luke Miller Valued Customer 👨‍🚀 Robert Sims James Boston Tanner 🆂🅰🅼🅸🆉🅳🅰🆃🅰 Alexandre Villares ☂ N. Felipe
      6 replies 1 retweet 30 likes
        1. New conversation
        2. foone‏ @Foone Jul 3
          Replying to @RichFelker @dev_console

          I'm not sure! VR isn't really my thing, but it's gotta be pretty low latency to start with just to keep the VR from getting dizzy, I think.

          3 replies 1 retweet 41 likes
        3. Find me on Mastodon‏ @AmyDentata Jul 3
          Replying to @Foone @RichFelker @dev_console

          There's a company doing a simple version of this right now, without the eye tracking. It's two screens blended together. The center of each eye view is high pixel density, the outer second screen is lower pixel density. Super cool

          2 replies 3 retweets 45 likes
        4. Rich Felker‏ @RichFelker Jul 4
          Replying to @AmyDentata @Foone @dev_console

          That's got to be comparably nauseating to low-abbe eyeglasses.

          1 reply 0 retweets 0 likes
        5. Find me on Mastodon‏ @AmyDentata Jul 4
          Replying to @RichFelker @Foone @dev_console

          Why's that?

          1 reply 0 retweets 0 likes
        6. Rich Felker‏ @RichFelker Jul 4
          Replying to @AmyDentata @Foone @dev_console

          Because whether something is clear or blurred/fringed is a function of whether your eyeballs are pointed at the center of the lens/display or at the edges.

          1 reply 0 retweets 1 like
        7. Find me on Mastodon‏ @AmyDentata Jul 4
          Replying to @RichFelker @Foone @dev_console

          Oh I see. Yeah it's a little weird and subpar. But it's what we've got for now. Foveated rendering would require *ridiculously* low latency times. It'll be fun watching people try.

          0 replies 0 retweets 0 likes
        8. End of conversation
        1. New conversation
        2. Suzanne @ARVRACADEMY NEW PROGRAMS LAUNCHED!!‏ @inannamute Jul 4
          Replying to @RichFelker @Foone @dev_console

          I would guess 20ms or lower latency.

          1 reply 0 retweets 0 likes
        3. Rich Felker‏ @RichFelker Jul 4
          Replying to @inannamute @Foone @dev_console

          That's very likely several times too high if ppl are reporting need for 90fps. But it could be even worse if eye movement is faster.

          0 replies 0 retweets 0 likes
        4. End of conversation
        1. Ethan Fremen‏ @mindlace Jul 4
          Replying to @RichFelker @Foone @dev_console

          It’s easier than you’d think, because all saccades take exactly the same time (~80ms iirc) to complete, no matter how much distance they travel. So if you have a fast eye-cam you ‘know’ where the eye will land before it gets there, and 80ms is a long time to render a frame.

          0 replies 0 retweets 2 likes
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        1. Luke Miller‏ @JernikKross Jul 3
          Replying to @RichFelker @Foone @dev_console

          I imagine similar latency for head tracking to not be nauseating

          0 replies 0 retweets 1 like
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        1. Alex Bowles‏ @alexqgb Jul 4
          Replying to @RichFelker @Foone @dev_console

          Overall you've got a latency budget of ~ 20 milliseconds. But since there are many points in a VR or AR system where latency is introduced, anything that adds it needs to aim for low single digits.

          0 replies 0 retweets 0 likes
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        1. Dave Smiddy‏ @davesmiddy Aug 5
          Replying to @RichFelker @Foone @dev_console

          Motion to photon latency is <20ms, this could be applied to foveated rendering. Just a hypothesis, though.

          0 replies 0 retweets 0 likes
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