NVIDIA working on GameWorks VR technology

Posted on Monday, June 01 2015 @ 13:19 CEST by Thomas De Maesschalck
NVIDIA revealed more details about its GameWorks VR, a set of technologies that promise to help to deliver a better virtual reality experience.
In May, Oculus recommended that gamers run a GeForce GTX 970 or higher GPU for the optimal experience with the upcoming Rift VR headset. It’s no easy feat to drive stereo gaming on a high-resolution 2160×1200 display at 90Hz, with near-zero tolerance for latency or stutter.

To deliver that, GameWorks VR combines features we announced back at GDC 2015 under the banner of VR Direct with new and enhanced capabilities.

GameWorks VR includes:
  • NVIDIA Multi-Res Shading (MRS) — An innovative new rendering technique for VR. With NVIDIA MRS, each part of an image is rendered at a resolution that better matches the pixel density of the final displayed VR image. This technology uses the multi-projection architecture of the GeForce GTX 980 Ti GPU to render multiple viewports in a single pass. The result: substantial performance improvements for VR games.
  • VR SLI — Provides increased performance for VR apps. Multiple GPUs can be assigned a specific eye to dramatically accelerate stereo rendering. With the GPU affinity application programming interface, VR SLI allows scaling for PCs with two or more GPUs.
  • Context Priority — Enables control over GPU scheduling to support advanced VR features such as asynchronous time warp. This cuts latency and quickly adjusts images as gamers move their heads, without the need to re-render a new frame.
  • Direct Mode — Delivers plug-and-play compatibility for VR headsets. With Direct Mode, the NVIDIA graphics driver recognizes the headset as a VR display rather than a standard desktop monitor, providing a more seamless user experience.
  • Front Buffer Rendering — Lets the GPU to render directly to the front buffer to reduce latency.

    An alpha version of the GameWorks VR SDK is already in the hands of – and receiving positive feedback from — VR industry leaders such as CCP Games, Epic Games, HTC, Oculus, and Valve.
  • Developers can find more information via this page.

    NVIDIA GameWorks VR


    About the Author

    Thomas De Maesschalck

    Thomas has been messing with computer since early childhood and firmly believes the Internet is the best thing since sliced bread. Enjoys playing with new tech, is fascinated by science, and passionate about financial markets. When not behind a computer, he can be found with running shoes on or lifting heavy weights in the weight room.



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