Hi Guys,

I'm just lurking on this topic so can't provide guidance on low level stuff
at this point, on the high level side I provide a bit of background that
might be helpful.

I'd like to chip in is that OVR_multiview functionality integrated into the
MultiView branch will be rolled into the next stable release. The
MeshShaders branch was made off the MultiView branch so can also be used.

My thought is that the MeshShader branch would be a better basis for a
OpenSceneGraph-3.8 stable release rather than the present master, and as
master contains a big block of experimental shader composition code that is
only 60% complete.  The VulkanSceneeGraph project ended up kicking off
before I completed the work on the experimental shader composition side.
This project is now my primary focus so finding safe paths to progress
OpenSceneGraph without requiring a major chunk of year to complete is the
route to take.

For a osgXR library if it can work against OpenSceneGraph-3.6 and then if
MultiView/MeshShader branches are detected then OVR_multiview could be
used.  OVR_multiview does require custom shaders but pretty well doubles
the performance so can be well worth it.  In the test I did when working on
OVR_multiview I found that you could essentially render stereo at same cost
as mono - simply because the bottleneck for most OSG/OpenGL applications is
the CPU side, so even doubling vertex load on the GPU doesn't result in a
performance hit.

OVR_multiview is also supported in Vulkan but I haven't implemented it yet
in the VulkanSceneGraph, this is less critical though as the CPU overhead
of the VSG and Vulkan are so much lower than the CPU is far less of
bottleneck - the VSG without multiview will likely still be much faster
than the OSG woth OVR_multiview.

Cheers,
Robert.

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