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Graphics Programming Games Hardware

Nvidia Details 'Gameworks VR', Aims To Boost Virtual Reality Render Performance 25

An anonymous reader writes: In a guest article published to Road to VR, Nvidia graphics programmer Nathan Reed details Nvidia's 'Gameworks VR' initiative which the company says is designed to boost virtual reality render performance, including support for 'VR SLI' which will render one eye view per GPU for low latency stereoscopy. While many Gameworks VR features will be supported as far back as GeForce 6xx cards, the company's latest 'Maxwell' (9xx and Titan X) GPUs offer 'Multi-projection' which Reed says, 'enables us to very efficiently rasterize geometry into multiple viewports within a single render target at once... This better approximates the shading rate of the warped image that will eventually be displayed—in other words, it avoids rendering a ton of extra pixels that weren't going to make it to the display anyway, and gives you a substantial performance boost for no perceptible reduction in image quality.'
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Nvidia Details 'Gameworks VR', Aims To Boost Virtual Reality Render Performance

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  • Somewhat off-topic ... I wonder how long before someone builds something which is VrV-50 -- 50% of all watchers of your VR will Vomit?

    Stereoscopic vision is something which has a huge potential to screw with people's heads.

    • by Luckyo ( 1726890 )

      It already does. Sickness inducing is one of the biggest problems with current VR implementations, and one of the main reasons its still in development and not being released to the public.

    • Descent 2 on the VFX1 was VrV-100 in 1998!

      Well not quite. You could quit when you started to feel sick and not barf.

      • by Anonymous Coward

        I eventually got used to it. Never actually barfed, but after a few hours with D2 on the VFX1, I stopped feeling slightly nauseous when I'd play.

        Hopefully, Descent Underground on the Rift will be as awesome as the originals to play. I'm interested to see what 20 years of technological advancement brings to the series.

        • I never beat myself that hard.

          Janes ATF and Flight Unlimited II were my favorites back then. Escort Mothra to Monster Island! Shoot down Gamora.

          Loving Asseto Corsa on the DK2.

    • by MrDoh! ( 71235 )
      Good point. I've dabbled with some Google Glass on hardware that was a bit below spec, and the most I've managed is 20 minutes and then I need to lay down on the floor in a dark room and wait for everything to stop spinning/warping slightly. Faster response helps, but it's still there, so the VrV % is an excellent thing to bring up. I used to play Doom a LOT and get Doom Dreams with that movement. Other games don't seem to mess things up for me, but always suffered badly from sea sickness if I can't s
  • No thanks (Score:5, Insightful)

    by Andrio ( 2580551 ) on Tuesday June 30, 2015 @12:34PM (#50019887)

    I don't want their technology that will run like crap on any AMD, or NVIDIA card older than 2 years.

    • From the article:

      "Since VR SLI is a software (driver) feature, it works across a wide variety of NVIDIA GPUs, going all the way back to the GeForce GTX 600 series"

      GTX 600 series was released in 2012, so it will work with a card that came out 4 years ago, not 2! So there!

      But also agree with other commenter that you'll probably need a newer card to run VR...

  • AMD's pioneering Virtual Reality technology is poised to bring better content, comfort, and compatibility to VR applications – from simulations, gaming, entertainment, education, social media, travel and medicine to real estate, ecommerce and more – for a whole new level of presence.

    http://www.amd.com/en-us/innov... [amd.com]

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