Late & Lens warp implementation

Is “Late & Lens warp” included in SDK ?
If yes:
Can be described use this technology more technically ?
How is “Late & Lens warp” implemented in comparison to Post-Render Warp with Late Input Sampling Improves Aiming Under High Latency Condition from your research site ?
Is it implemented on ARM devices with OpenGLES or OpenCL (The Asynchronous Time Warp for Virtual Reality on Consumer Hardware)?

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These things are implemented within the headset itself, and not something that CloudXR handles.