NVIDIA Turing adds two new VR rendering techniques

Posted on Monday, August 20 2018 @ 22:05 CEST by Thomas De Maesschalck
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NVIDIA discussed two new virtual reality rendering techniques that are supported by its Turing-class GPUs:
Variable Rate Shading (VRS) optimizes rendering by applying more shading horsepower in detailed areas of the scene and throttling back in scenes with less perceptible detail. This can be used for foveated rendering by reducing the shading rate on the periphery of scenes, where users are less likely to focus, particularly when combined with the emergence of eye-tracking.

Multi-View Rendering enables next-gen headsets that offer ultra-wide fields of view and canted displays, so users see only the virtual world without a bezel. A next-generation version of Single Pass Stereo, Multi-View Rendering doubles to four the number of projection views for a single rendering pass. And all four are now position-independent and able to shift along any axis. By rendering four projection views, it can accelerate canted (non-coplanar) head-mounted displays with extremely wide fields of view.
Furthermore, the Turing-based GeForce RTX cards are equipped with USB Type-C and VirtualLink, for the next-generation of VR headsets. This will enable VR headsets to be connected to your PC with a single connector.


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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