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Timewarp

Hardware På svenska → Updated: 2026-10-26

A reprojection trick that rotates the finished image to the head orientation sampled at the last moment before scanout, hiding the latency of rendering.

Once the image is done but before the panel is drawn, timewarp takes a fresh orientation reading and shifts the rendered frame so it matches where the head is actually pointing now. Because only a rotation is needed, the operation is cheap. Run as its own GPU pass ("asynchronous timewarp"), it can also rescue a frame the game did not render in time.

The limitation is that it corrects rotation only; it cannot fill in translation, because the surfaces behind that should be disoccluded are missing from the image — which is why spacewarp and the rest of the motion-to-photon chain exist. Oculus introduced the technique around 2013–2015 with John Carmack as its leading voice, and it became the cornerstone of all later asynchronous reprojection.

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