5 Extreme Positional Timewarp

Because positional timewarp is only designed to smooth over relatively small dips in FPS, this example of ‘extreme positional timewarp’ is demonstrative of when the user goes to a hypothetical extreme position. We see the layer frozen in space as the world overcompensates with repeated patterns and colors.

Update: Thanks to brantlew for clearing up the facts on ‘extreme positional timewarp’!

For full documentation on the new SDK 0.6.0, check out the release notes on the Oculus developers site. We’d also like to hear from developers out there trying to implement these new features. Is it proving more difficult than you envisioned? What issues have you come across? Let us know in the comments below.