1) Isn't this just based on "naive" implementations? Surely there are optimizations to not have to render all 45 view planes at all times similar to how 3d rendering doesn't render scenes that are not visible until the character moves to change perspective?
Maybe you could add head tracking to prune some angles, but if you were going to do head tracking, other comments have reports of good results without a lenticular setup. You'd probably lose out on the multiple viewers aspect.
I would think naively that there's some amount of work that could be shared between so many renders from nearly the same viewpoint. But that probably requires driver changes to make it available, I did find an article from NVidia about rendering four viewpoints in one pass, which might be applicable and help somewhat: https://developer.nvidia.com/blog/turing-multi-view-renderin...
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Maybe you could add head tracking to prune some angles, but if you were going to do head tracking, other comments have reports of good results without a lenticular setup. You'd probably lose out on the multiple viewers aspect.
I would think naively that there's some amount of work that could be shared between so many renders from nearly the same viewpoint. But that probably requires driver changes to make it available, I did find an article from NVidia about rendering four viewpoints in one pass, which might be applicable and help somewhat: https://developer.nvidia.com/blog/turing-multi-view-renderin...