I'll try to illustrate the difference following the examples in that article:
Late latching:
Code: Select all
0 14
+-----------+
| +---+WX |
+-----------+
Adaptive "double-screen-Hz" FPS:
Code: Select all
0 14
+-----------+
| +--X +--X |
+-----------+
Where + is a sensor read and X is a display update.
All the over-engineered workarounds (async time warp, late latching etc.) still make me simulator sick (probably because of the inconsistency) and how Oculus & Microsoft implemented direct rendering excludes custom game engines, not to mention that you removed external for no good reason (you could have left it as a developer/hacker mode) on a device I bought to be able to develop for it with extended! All the solutions you have now are technical debt, future screens and 3D APIs will make them obsolete, while my solution is around 5 lines and future proof!
I tried Eve Valkyrie on latest everything; only on a 760Ti though, and after 20 minutes I was starting to feel nauseus. A lot less than before on other games, so it's a great improvement, but still I can't spend hours in VR; and at double the power consumption! At 4x power maybe your solution will be comfortable enough.
As a side note; on Intel 4000 HD with the latest driver I get 180 FPS (up from 150 FPS!) so I'm good for Vive if they keep extended!
Did you try Aeon?