I'm wondering if this is totally different or not. I would say the possibility to access a depth buffer (as opposed to video interpolation) is a bonus to avoid interpolation artifacts.
What makes me unsure the SVP-like interpolation could mostly be what ASW is doing is latency. As latency is very critical in VR, and frame interpolation like done by SVP would mean you need to delay the display of the stream (to be able to create the interpolated frame between last rendered frame and previous one), the resulting latency may be incompatible with VR.
So I'm wondering if ASW has to do with motion prediction to be able to reduce this latency induced by the frame interpolation. The problematic then may be similar to the motion prediction required for network gaming. If the game (gpu) was asked to render not the current state but t+1 state (= prediction of what the 3D image will be 1 frame ahead) then the interpolated frame could be added without adding latency.
What cannot be interpolated however is user inputs. Which means a frame interpolation method based on motion prediction as described above would still suffer from "some kind" of added input latency. However at 90fps being 1 frame late (for the displayed image) would mean 11ms added to input-to-output latency (= user input vs displayed image). If the initial display latency (without frame interpolation) is low enough maybe the input-to-output latency is still acceptable with 11ms more. Especially since the latency between user input vs game engine (physics etc) would remain lower.
I don't know if what I describe here makes sense or not. I'm not sure what the result would be in term of perceived latency when all the above are mixed together. The question is: would the resulting perceived latency be similar to a game played on a TV with high latency ?
I tend to answer no. I expect the result would only be very brief overshots (or delays) due to unpredictable user inputs. I expect this latency would be the most visible for digital user inputs, but when the user input are analog the overshots/delays due to unpredictable user input may remain invisible to the user as it should be smoothed out by the analog nature of those inputs (= not on/off but progressively increased/decreased).
Well, I may be too tired while writing this, not sure my neurons are still connecting well
Feel free to react on what I'm describing here