How much work can disappear?
Tile reuse and atlas mapping may avoid reconstructing predictable regions. Dense changes and disocclusions still need a reliable fallback.
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.
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 →A simplified integration diagram. Encoding, transport, reconstruction, rendering, and compositor scheduling each contribute to the result.
Research directions, not finished capabilities.
Tile reuse and atlas mapping may avoid reconstructing predictable regions. Dense changes and disocclusions still need a reliable fallback.
Centre-first and foveated scheduling investigate where compute improves perception most. Image age and completion-time tails matter alongside throughput.
Motion artifacts, compression quality, thermal behavior, and end-to-end latency need controlled live evidence beyond a static capture.
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.