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    Do I need to use asynchronous reprojection?
    With the introduction of asynchronous reprojection back in October 2016, Valve effectively doubled down on their goal to increase the performance of VR games and experiences. This technology builds on what they already had with interleaved reprojection, but many Vive users are still questioning whether or not they want to use it.
    Does asynchronous reprojection really make a difference? Should it be used instead of interleaved reprojection or in conjunction with interleaved reprojection? Let's examine exactly what these technologies do and how you can figure out whether or not they're useful to you.

    Full story from the WindowsCentral blog...
    04-12-2017 10:40 AM

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