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 Nvidia VR Direct 
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Binocular Vision CONFIRMED!

Joined: Tue Jun 26, 2012 2:50 am
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http://blogs.nvidia.com/blog/2014/09/18 ... l-reality/

* Baseline latency: Our engineers worked to cut all aspects of the connection between the game and the GPU, significantly improving latency.

* MFAA: Using a new technology called multi-frame sampled anti-aliasing, or MFAA, Maxwell can combine many AA sample positions, producing what appears to be a higher-quality image. And it does this without the performance hit caused by other anti-aliasing technologies.

* Asynchronous Warp: This starts with the last scene rendered, and lets the GPU update it based on head position information. By warping the image later in the rendering pipeline, Maxwell cuts discontinuities between head movement and action on screen. And by doing it asynchronously, it avoids stalling the GPU, robbing it of performance.

* SLI: We’re also tuning the way our GPUs work together when they’re paired to drive virtual reality experiences. In the past, our GPUs would alternate rendering frames when joined in SLI mode. For VR, we’re changing the way our GPUs work in SLI, with each GPU rendering one display.

* DSR: With the displays in a VR headset resting close to the user’s eyes, higher resolution can improve the VR experience. Dynamic Super Resolution (DSR) – which we’re introducing with Maxwell – helps us take the resolution from 1 megapixel per eye to 4 megapixels per eye.

* GeForce Experience: Rather than asking users to tweak all these settings when using VR, we’re implementing them to run automatically with our GeForce Experience software.

* Optimized content: Few applications support VR headsets. So we’re bringing VR support to games that already work with NVIDIA 3D Vision.


Fri Sep 19, 2014 1:22 am
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Joined: Sat Dec 13, 2008 9:23 am
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VR Era Opens, Rejoice!
GPU manufacturers have reason to Party Hard!!! :P

Sure VR will push meanest monster cards and make them necessity which were considered luxury, Nvidia has reacted fast on this opportunity
while also earning brownie-points of being 'VR Support Pioneers' its absolute WIN-WIN.

Baseline latency: Super Amazing when clubbed with DIRECT X 12 Low level APIs.

MFAA: That's real VR Friendly AA

Asynchronous Warp: Much Needed push.

SLI: We’re also tuning the way our GPUs work together when they’re paired to drive virtual reality experiences. In the past, our GPUs would alternate rendering frames when joined in SLI mode. For VR, we’re changing the way our GPUs work in SLI, with each GPU rendering one display.

This is place of my biggest fear. While its understandable in DUAL SCREEN SETUP, where each screen has different independent input. How they are going to feed two cards output on single screen in SBS mode in RIFT like HMD is question for me. Will both card process half screen and final output will unite in SBS, in theory it sounds super great as both card can excel at their best capacity sync in right time without a micro/nano second delay is even greater necessity as De-synced two output on single screen can give bad VR results. but they might have tried this before advertising for sure hence its worth seeing if some independent test labs like Anandtech or Tom's Hardware post DK2 Review with GTX980 in SLI is biggest push NVIDIA can arrange for sales boost of GTX980 SLI.

DSR will not be the case to look in to as far as VR is concerned, as it will already too heavy Juggernaut to move in first place there is no meaning in adding more decoration weight over it. I dont think its going to be used by VR users for sure as they will be always power hungry for processing thus will not waste processing power in this feature.


Fri Sep 19, 2014 8:12 am
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Do we have Nvidia techies member here?
Neil only Knows :roll:
I m sure they won't post any revelations here even if they here :twisted:

But if any one else knows
1) Why its only 'Maxwell' exclusive as reducing number of advance render can be reduced on other cards too.
(BTW: I am present NVIDIA user and can prove it if so required anyway)


Fri Sep 19, 2014 12:54 pm
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I'd be enthusiastic if this wasn't news from nvidia. :evil:

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Fri Sep 19, 2014 3:17 pm
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Sharp Eyed Eagle!

Joined: Thu May 22, 2008 9:13 pm
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Hi,

I second the motion from Likay.

VR and Nvidia should remain at arms length, or VR will end up in a driver quagmire.

I always wonder who Nvidia is doing deals with in the background.

Microsoft and Nvidia have been close bedfellows for a while. It shows.

Thanks.


Fri Sep 19, 2014 6:54 pm
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They are closed and mean business-mans agreed, but see if there wasn't Nvidia would there be such tremendous development in CGI?
Who would have kept Red Barrels Rolling?

They are necessary evils. :twisted:

Most of us will buy next GTX if will offer cut above rest robust VR specific performance at good price point,What if its only one to offer such thing? (they will exploit for sure but then there is some thing to buy there, Sony did this for decades n still people love Sony) :D
VR in noway can endup in drivers due to fact that its lot more than just SBS Output in Geometry mode. Games designed from ground for RIFT or VR will never require any middle ware for sure.

While their move to convert existing 3D vision Supported titles to VR, i would say it will work as 'interim fuel' till killer apps arrives.

At-least their 3D Vision Gold Titles.
1. Battlefield 3
2. Battlefield: Bad Company 2
3. Dead Rising 2
4. Call of Duty: Black Ops
5. rFactor 2

Arkham Asylum and Arkham City are bad choices for VR due to its Action Zooming and Rotating Camera, Perfect recipe for VR Sickness.
If they can provide flawless and good worked and tested VR mode on these game its initial booster.


Sat Sep 20, 2014 4:56 am
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Cross Eyed!
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Joined: Mon Jun 13, 2011 8:30 am
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Endothermic wrote:
http://blogs.nvidia.com/blog/2014/09/18/maxwell-virtual-reality/

* Baseline latency: Our engineers worked to cut all aspects of the connection between the game and the GPU, significantly improving latency.

* MFAA: Using a new technology called multi-frame sampled anti-aliasing, or MFAA, Maxwell can combine many AA sample positions, producing what appears to be a higher-quality image. And it does this without the performance hit caused by other anti-aliasing technologies.

* Asynchronous Warp: This starts with the last scene rendered, and lets the GPU update it based on head position information. By warping the image later in the rendering pipeline, Maxwell cuts discontinuities between head movement and action on screen. And by doing it asynchronously, it avoids stalling the GPU, robbing it of performance.

* SLI: We’re also tuning the way our GPUs work together when they’re paired to drive virtual reality experiences. In the past, our GPUs would alternate rendering frames when joined in SLI mode. For VR, we’re changing the way our GPUs work in SLI, with each GPU rendering one display.

* DSR: With the displays in a VR headset resting close to the user’s eyes, higher resolution can improve the VR experience. Dynamic Super Resolution (DSR) – which we’re introducing with Maxwell – helps us take the resolution from 1 megapixel per eye to 4 megapixels per eye.

* GeForce Experience: Rather than asking users to tweak all these settings when using VR, we’re implementing them to run automatically with our GeForce Experience software.

* Optimized content: Few applications support VR headsets. So we’re bringing VR support to games that already work with NVIDIA 3D Vision.


It sounded like Carmack knew about this but was trying not to mention it in his Oculus Connect talk, I wonder if he was involved at all as he calls his Gear VR latency fix "Asynchronous Warp" also.


Sat Sep 20, 2014 2:42 pm
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Binocular Vision CONFIRMED!

Joined: Tue Oct 29, 2013 10:21 pm
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Location: christchurch NZ
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Someone get Zuckerbaby to buy NVidia.


Thu Sep 25, 2014 6:51 pm
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