c'est pas ce qui est écrit dans l'article oculus : c'est automatique pour unreal engine 4 mais pas pour les autres
https://www.oculus.com/blog/introduci…-lower-latency/
A sampling of apps that currently support ASW 2.0: Oculus Medium, Red Matter, Robo Recall, Oculus Rift Dash and Home
For applications that don’t provide the necessary depth data, the Oculus PC runtime will revert to ASW 1.0. However, it’s easy for developers to patch their applications should they choose to activate ASW 2.0 while also activating depth-composition with Oculus Dash.
Even with all of the advancements in ASW 2.0, there may be some instances where it doesn’t work perfectly. That’s why we always ask developers to optimize their VR apps to be able to render at the native HMD refresh rate. Given the wide range of PC hardware capable of running VR, features like ASW 2.0 can help smooth out bleeding-edge VR experiences for both end-users and developers.
We’re excited to bring ASW 2.0 to the Rift community and can’t wait to hear your feedback. There’s no shortage of possibilities for future improvements as we continue to push the envelope of ASW and related techniques. Stay tuned for more on this space.