Optimizing OpenGL ES & Vulkan VR renderers

26. January 2017
14:40  -  15:00

High frame rate and low-latency rendering is essential for users to feel immersed in VR experiences. These hard requirements highlighted 3D graphics API limitations that were preventing VR titles from making the most of the CPU & GPU cycles available to them. In this session, Joe will overview fast paths that have been added to the Khronos group’s OpenGL ES & Vulkan 3D graphics standards to enhance application VR performance

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