Asynchronous reprojection is a class of computer graphics technologies aimed ensuring a virtual reality headset's responsiveness to user motion even when the GPU isn't able to keep up with the headset's target frame rate.[1] 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 (often referred to as "reprojecting" or "warping") the previous frame into a prediction of what a normally rendered frame would look like.[2] "Asynchronous" refers to this process being continuously performed in parallel with rendering, allowing reprojected frames to be displayed without delay in case a regular frame isn't rendered in time.[2]
The use of these techniques allows for a lowering in the video rendering hardware specifications required to achieve a certain intended level of responsiveness.[3]
google-reprojection
was invoked but never defined (see the help page).oculusblog-timewarp
was invoked but never defined (see the help page).ars-lowerspec
was invoked but never defined (see the help page).