Reuse what is already there
The design divides images into tiles and separates stored content from its rendering map. Reusable regions may avoid full-picture reconstruction and repeated memory writes.
An experimental video codec for rendered VR, combining Vulkan encoding, tile reuse, and GPU-native reconstruction in the custom WiVRn NX stack.

The design divides images into tiles and separates stored content from its rendering map. Reusable regions may avoid full-picture reconstruction and repeated memory writes.
Vulkan encoder and decoder paths connect to an atlas renderer. Tile-aware meshes explore moving warp calculations out of repeated fragment work.
Encoding, transport, decoding, rendering, and compositor scheduling have distinct costs. The research tracks quality and timing together rather than treating one fast stage as an end-to-end result.
Requirements and setup vary by project. The repository documentation is the source for complete instructions.
Read the documentation ↗Start with the project README and design paper for architecture, assumptions, and the current experimental scope.
Use the documented build instructions and fixtures. Keep the exact build identity and configuration alongside any results.
Read the measured-results and measurement-rules sections. Use controlled comparisons before interpreting visual captures or individual timings.
Developer-oriented C++20 and Vulkan research, with experimental WiVRn NX integration. Primary measured hardware includes a Radeon RX 7900 XTX host and Pico 4 headset.
No end-user download is available. Visible artifacts and incomplete quality gates remain; consistent 240 Hz delivery and physical motion-to-photon latency have not been demonstrated.
Documentation, development, and help.