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Myself, I'd approach this by keeping the mesh fixed and unchanging, and using a texture to shave away the edge. You can make a signed distance field of your nail shape, and use this in your shader to get a smooth, crisp edge on it, even if the texture you're working with is quite low-resolution. I didn't have a nail mesh handy, so here I'm using this SDF ...


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Oculus implements a feature called Asynchronous Time Warp, where if a new rendered simulation state is not available when it's time to present a new frame to the user, the previous rendering is re-projected using the latest head tracking information, to minimize the apparent judder. This is not quite the scenario you describe, but it is a situation in which ...


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