HTC Vive users can already enjoy an improved virtual reality experience thanks to asynchronous reprojection, which will significantly reduce the judder when the equipment does not reach 90 fps.
Shortly after Oculus announced the Asynchronous Spacewarp, the evolution of the famous Timewarp which has allowed to eliminate the judder in the absolute positioning, Valve launches the first public beta of the Asynchronous Reprojection, which for those who know these technologies is equivalent to the Oculus Timewarp. Thanks to this technique, frame interpolation reduces or eliminates the judder when we turn our head and our equipment is not able to maintain 90 frames per second in some specific experience. This first beta testing only works on graphics cards NVIDIA and we will need the drivers 352.54 or later to be able to use it. The improvement is evident with respect to the reprojection that SteamVR used until now, resulting in a much more fluid movement in the turns, although not in the absolute positioning. We can easily verify it in any experience in which the frames fall below 90: we will observe that the turn of our head is perfect, but our hands have some judder.
And it is that, although it is not as advanced a system as the Asynchronous Spacewarp of Oculus (since the rotations are corrected but not the positioning), Valve is already working with NVIDIA and AMD to implement an equivalent system as soon as possible. In any case, this beta is very good news for users of HTC Vive, since rotation is where it is easiest to perceive a drop in frames per second. Let’s also remember that the Oculus Asynchronous Spacewarp is still in beta and it is necessary to activate it manually through registration, so it is not officially available yet.