ATW/ASW on Rift via SteamVR

I've seen some confusion online regarding this and wanted to set the record straight.



When running the Rift through SteamVR, the Oculus runtime is still responsible for presenting images to the device's screen. The SteamVR compositor adds chaperone, the dashboard, etc. but then hands off the textures to the Oculus compositor for it to perform its own distortion correction, chromatic aberration correction, etc. This also allows their framerate mitigation techniques (i.e. ATW and/or ASW to kick in), bypassing our own implementations of similar techniques.