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MTBS3D We interviewed Steve Venuti, VP of Marketing for @KeyssaTech. They've developed a solid state connector that is cha… https://t.co/081Ie1799L
MTBS3D Jim Malcolm, Chief Marketing Officer for @HumanEyesTech demonstrated their latest combination 360 degree plus 180… https://t.co/dfnwLmc1Os
MTBS3D .@Dlink spoke to us last week at #CES2020 about their latest Wifi 6 mesh router and what it means for end users.… https://t.co/n2HXCcufMX
MTBS3D RT @tifcagroup: Our Client-to-Cloud Revolution Portal is LIVE! Computing is heading towards a world of any place, any device user experienc…
MTBS3D RT @IFCSummit: .@thekhronosgroup President @neilt3d talks open standards and client-to-cloud at #IFCSummit. #CloudComputing https://t.co/T
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MTBS3D RT @IFCSummit: #IFCSummit Visionaries Panel with @IntelSoftware @intel @AMD and @jonpeddie talks Client-to-Cloud. #CloudComputing #FutureCo
MTBS3D RT @IFCSummit: The Futurists Panel moderated by @deantak of @VentureBeat is online. #IFCSummit #CloudComputing #FutureComputing #Futurists
MTBS3D RT @IFCSummit: Daryl Sartain is Director & Worldwide Head of #XR, Displays, and Wireless Ecosystems for @Radeon at @AMD. He is also Chair o…
MTBS3D RT @IFCSummit: Arvind Kumar is a Senior Principal Engineer for @intel @IntelSoftware. At #IFCSummit he explained the workings of the Client…
MTBS3D RT @IFCSummit: Neil Schneider’s #IFCSummit opening presentation. #CloudComputing https://t.co/CFqiNxSzPV
MTBS3D RT @IFCSummit: Our #videogames in the #clienttocloud revolution is going on now featuring @playhatchglobal @AccelByteInc @awscloud and @Sha
MTBS3D RT @IFCSummit: On stage now, the #Crypto and #Blockchain markets with Professor Bebo White @bebo and Melissa Brown, Senior Director Develop…

Nvidia Maxwell GPUs Going VR!

Nvidia Introduces Latency Reducing Technology For VR!This is a very exciting development from the Nvidia camp.  A major curse that has plagued VR technologies like the Oculus Rift is latency; the delay between head movement and seeing the change in photons on the screen.  This disconnect is a major contributor to motion sickness and all around discomfort in VR.

While modern GPU technology is able to achieve about 57 millisecond (ms) latency, the goal is under 20ms.  Nvidia's new Maxwell GPUs (e.g. Geforce GTX980 series) are working to solve the problem by reducnig the number of frames rendered in advance from four to one.  Their new technology can reduce this latency by as much as 33ms bringing things down to a theoretical 24ms total.  Nvidia is also doing further tweaks to tighten things up further, and are nearing completion of Asynchronous Warp, a technology that is expected to improve head tracking latency to the point of being virtually unnoticeable.  Of course, this sounds cool!

Nvidia also has a demonstrated history of releasing Nvidia 3D Vision drivers to support stereoscopic 3D with Nvidia 3D Vision glasses.  Similar to other solutions in the market, Nvidia is getting back in the driver game with Auto Stereo.  Combined with their stereoscopic 3D rendering techniques, they will be mapping head tracking to keyboard and controller movements.  They have a strong library of games to work from, so we'll see how this turns out.

Their remaining optimizations are all about the eye candy with Voxel Global Illumination, Dynamic Super Resolution, Multi-Frame Sampled Anti-Aliasing, and Protomatter Transmorphisis.  That last one was a doozy! ;-)