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… Vision Pro The same objects, at the same spot in the room, drawn by the Untold Engine or by RealityKit one tap apart, with a debug tour that moves them identically in both, so sharpness, aliasing, lighting and frame time compare like for like. A dartboard and four darts to start; adding an object is a folder and a USDZ. The engine's frame is posed for the instant the compositor predicts it will be shown: the tour's pose is taken at that time through the frameUpdate callback, so a moving object steps by the display's period from frame to frame instead of by the varying lag of the update behind the presentation, and the run summary counts the skipped refreshes and the presentation revisions for the check on the device. The models and the USDZ twins are LFS objects; Local.xcconfig (team and bundle prefix) is ignored.
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A new demo: the engine's comparison bench on Apple Vision Pro. The same objects (a dartboard and four darts to start), each with an engine model and a USDZ twin made from the same source, shown at the same spot in your room by the Untold Engine or by RealityKit, one tap apart, so sharpness, aliasing, lighting and frame time compare like for like while the engine is pushed. It is the bench behind untoldengine/UntoldEngine#1359 (foveation, temporal anti-aliasing, the forward path, RealityKit's look).
What it has
Tools/measure.sh) that places the object, records and summarises a run, and a calibration panel built from code in both renderers to read colour and tone pixel by pixel.UntoldViewer/README.mdcovers running it, adding an object (a folder and a USDZ), the tour, the measurements and the known differences between the renderers.The engine's frame time
The tour's pose is taken at the instant the compositor predicts the frame will be shown, through the engine's
setupCallbacks(frameUpdate:handleInput:), so a moving object steps by the display's period from frame to frame instead of by the varying lag of the update behind the presentation, which read as judder; the run summary counts the skipped refreshes and the presentation revisions for the check on the device. That needs the engine's frame-time change, miolabs/UntoldEngine#73 (feature/presentation_time_animation, six commits on top of #1359's branch), to be retargeted todeveloponce #1359 merges.Building
The project is generated from
project.yml(xcodegen generate) and, while the engine work is in review, points at a local engine checkout (../../xr_foveation/UntoldEngine) onfeature/xr_headset_renderingwithfeature/presentation_time_animationon top; once both land, the package switches to the engine's URL ondevelop, as the comment inproject.ymlsays. The models and the USDZ twins are LFS objects;Config/Local.xcconfigholds the developer's team and bundle prefix and is ignored.