NX RESEARCH

Investigate.
Build. Measure.

Open experiments in real-time computing. NX Warp explores how a headset can reconstruct useful pixels with less work by using information specific to rendered VR.

RESEARCH PROTOTYPE

NX Warp

A Vulkan video codec and atlas renderer developed with the custom WiVRn NX streaming stack. The work focuses on latency, reusable tiles, and the cost of reconstruction.

Inside NX Warp →
THE WORKING PREMISE

Reuse content.
Correct what changes.
Measure the tradeoffs.

  1. 01Rendered stereo frame
  2. 02Vulkan encoder
  3. 03Tile transport
  4. 04Vulkan decoder
  5. 05Atlas & pose-aware warp
  6. 06OpenXR compositor

A simplified integration diagram. Encoding, transport, reconstruction, rendering, and compositor scheduling each contribute to the result.

Open questions.

Research directions, not finished capabilities.

01

How much work can disappear?

Tile reuse and atlas mapping may avoid reconstructing predictable regions. Dense changes and disocclusions still need a reliable fallback.

02

Where should correction go first?

Centre-first and foveated scheduling investigate where compute improves perception most. Image age and completion-time tails matter alongside throughput.

03

What survives a live session?

Motion artifacts, compression quality, thermal behavior, and end-to-end latency need controlled live evidence beyond a static capture.

EVIDENCE BEFORE CLAIMS

A target is not a result.

NX Warp is pre-alpha research with visible artifacts and incomplete quality gates. Consistent 240 Hz delivery and physical motion-to-photon latency have not been demonstrated. Individual GPU timings and screenshots do not establish those outcomes.

Read the work as it evolves.

The source, experiments, and current limitations live together.

NX Warp on GitHub ↗