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A short tutorial on OpenXR Frame Timing

Some light Friday afternoon reading on OpenXR Frame Timing from @casseveritt. The concept of frame timing in traditional display real-time graphics is not particularly complex. There’s a frame loop that is usually throttled in some way to align with the refresh rate of the display. And for the most part, apps can use the current time as a plausible estimation of when the frame they’re currently defining will be displayed. Head mounted displays introduce much greater latency sensitivity because we need the images (one per eye) that are currently being displayed to be based on your actual current head pose. If they aren’t, your human visual system will be Very Unhappy. Read-on to learn about Frame Timing with OpenXR.