The traditional two steps necessary to transmit a GPU memory buffer... | Download Scientific Diagram
![Sebastian Aaltonen on X: "Let's discuss frame overlap strategies, latencies and buffering resources. We allow "user land" (=sim) direct access to persistently mapped GPU buffer pointers. It's crucial that we don't stomp Sebastian Aaltonen on X: "Let's discuss frame overlap strategies, latencies and buffering resources. We allow "user land" (=sim) direct access to persistently mapped GPU buffer pointers. It's crucial that we don't stomp](https://pbs.twimg.com/media/FchbWGzX0AAlmzF.png)
Sebastian Aaltonen on X: "Let's discuss frame overlap strategies, latencies and buffering resources. We allow "user land" (=sim) direct access to persistently mapped GPU buffer pointers. It's crucial that we don't stomp
![Virtual Reality – Blatant Latency and how to Avoid it - Graphics, Gaming, and VR blog - Arm Community blogs - Arm Community Virtual Reality – Blatant Latency and how to Avoid it - Graphics, Gaming, and VR blog - Arm Community blogs - Arm Community](https://community.arm.com/cfs-file/__key/communityserver-blogs-components-weblogfiles/00-00-00-20-66/Front-buffer.jpg)