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Description
Three.js supports the "OVR_multiview2" WebGL2 extension, which is enabled by default in some browsers. However that extension only works on non-anti-aliased contexts, which results in a very rough image. Further, the Oculus browser only supports it behind a flag.
Oculus has implemented their own version of the extension in the Oculus browser ("OCULUS_multiview"), and it supports multi-sample anti-aliasing as well. It appears Three.js doesn't support this one though.
Details and an example implementation is available here: https://developer.oculus.com/documentation/oculus-browser/browser-multiview/
It seems like this is a huge performance win for Three.js users, while still supporting anti-aliasing unlike Firefox Reality and other browsers. A quote from the page above:
Often, a CPU usage reduction of 25% - 50% is possible.
Is there any interest in implementing support for this Oculus specific, but very useful extension?