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VR GLOSSARY
Definition

Reprojection

Image reprojection

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Reprojection

Explanation

A technique that compensates for missed frames to maintain a fluid framerate. When the GPU cannot render fast enough, the system generates intermediate frames from previous ones, preserving the perception of smooth motion.

Real-world example

Creating an intermediate frame when the computer cannot keep up with 90 FPS.

Practical applications

  • Performance compensation: maintaining perceived fluidity even when the GPU is struggling
  • Motion sickness reduction: avoiding stuttering during framerate drops
  • Spike tolerance: the application stays comfortable during complex scenes
  • Quality/fluidity tradeoff: prioritizing user comfort

Types of reprojection

ASW (Asynchronous SpaceWarp)

  • Generates intermediate frames from previous ones
  • Compensates for head and object movement
  • Meta/Oculus technology

Example: ASW 2.0 on Quest, reduces visual artifacts

Motion Smoothing / SteamVR Reprojection

  • SteamVR equivalent for PCVR headsets
  • Interpolates missing frames
  • Can be enabled in SteamVR settings

Example: Valve Index with Motion Smoothing enabled

VR scenario

A highly detailed architectural visualization drops the framerate to 45 FPS in certain scenes. Thanks to ASW, the headset generates the missing frames to maintain a perceived 90 FPS. The user does not notice the issue.

Why it matters in professional VR

  • Reprojection is an essential safety net for user comfort
  • It allows developers to create more graphically ambitious applications
  • It does not replace good optimization -- it should be used as a last resort