This is a series of two posts explaining Single Pass Stereo and discussing it’s uses and problems. In addition to providing an explanation of Single Pass Stereo, I also want to raise awareness of it’s problems and call on the developers to prevent them from spreading to many more XR applications.
Single Pass Stereo (SPS) is technology introduced by NVIDIA and graphics cards from GTX1060 onward support it. It is used to simultaneously project the geometry for the left and right eyes in order to reduce the processing time of each frame. It states that the developers can almost double the geometric complexity of their world without having an increase in processing times. This sounds like a great technology and is already integrated in Unreal Engine and Unity.
In the introduction above, there are two key phrases that I have highlighted and are a source of misunderstanding or frustration for the developers. Having implemented it, I was surprised by the lack of information I could find about it and I decided to check it more. After extensive use for months, I realized that SPS is also bringing problems to the table, instead of only helping with the processing times.
The first post is “Single Pass Stereo: is it worth it?” and discusses SPS at a high level, about it’s advantages and disadvantages, how one can determine if they will benefit from using it and alternatives.
This is the second part of a two series posts regarding Single Pass Stereo (SPS). They were written in order to provide more information of how Single Pass Stereo is working and raise awareness about it’s problems. In this post, I tackle the problem that SPS is having with certain Head Mounted Displays (HMDs), showing […]
This is the first part of a two series posts regarding Single Pass Stereo (SPS). They were written in order to provide more information of how Single Pass Stereo is working and raise awareness about it’s problems. In this first post, I will describe SPS at a high level, provide insights on how it works […]
As a swordsman needs to know about the balance, weight, sharpness and grip of a sword they wield, programmers need to know about the intricacies and “small letters” of the APIs they are using. As a graphics developer I deal with linear algebra APIs most of time. Although most of my time is consumed with […]
Recently, I had a conversation about the cross product and if it requires normalization when used to find perpendicular axes. The topic I am going to discuss might be basic knowledge for many; the thing is that if you are just starting with computer graphics you are so overwhelmed with mathematics that you tend to not observe the details in everything. […]
Hello everyone. This time I am writing about a more programming than modelling concept. I will try to make clear why FPS is a bad performance metric and help you understand what we should measure in a graphics engine. Frames per second (or FPS for most) is a simple metric to provide the end-users a […]
As promised, here I am! This post will be about the scene I created for the Sketchfab real time challenge “Medieval Fantasy”. This challenge was all about creating something in Medieval theme, be it something that could exist at that time or it was imaginary. The scene had to be completely new and real time […]
Wow it’s been 10 months since my last post. Why did I even return here? But to share my adventures during my absence of course! Hint: Don’t imagine chasing sharks or parachuting from Mt. Everest. This will be just a post describing briefly these 10 months. More like a personal (self-reflecting but not exaggerated) memo. […]
Hello everyone, The title can be misleading and get you think that I made a turn to psychology and decided to write about the condition of hoarding or the way it is called. From what I know it is a state of mind where you can’t get rid of anything you have in your possession. […]
Hello people, this time it took me shorter to write my next post (now that’s progress), even though I was on mini holidays in Crete. Go if you have the time and resources, you won’t regret it! My next topic of study after learning how to create complex models is… how to simplify the complex […]