My HOPE is, in fashion to other vr platforms, there are several variations.
Variation 1: no performance savings, but displays each at at half phase of each other, and renderer draws frames in linear fashion of original frames. Which means the renderer only has to drawn one eye per frame which is less work, but at twice the speed. The effect will be each eye gets 80 frames a piece of unique game originated frames.
Variation 2: each eye is still rendered at half phase of each other of original frames but with an always on reprojection is set to run at 40 fps with artificial frames boosting to 80. Scenery and environments usually look decent, but occluded objects during motion, hands, or room scale walking around will look juddery.
Effective performance savings though,
Variation 3: same as 2, except data is grabbed from the depth buffer to do more accurate reprojection that will have less issues with occluded objects during motion and unpredictable movements.
That’s my best guess.
Variation 3 is the hardest to do I’d guess.
It’d be interesting if they could do always on reprojection for the out portion of your field of view only as your usually looking within your central vision when moving. Better yet would be combining this and variation 2 or 3 only “turning on” when frames are dropped. I personally wanna see variation 1 come to fruition because that’s what’s truly going to feel like 160fps vr the most. I don’t think they will blank frames, they will reprojection them.