For information about VRSS 2, see Delivering Dynamic Foveated Rendering with NVIDIA VRSS 2. The Virtual Reality (VR) industry is in the midst of a new hardware cycle – higher resolution headsets and better optics being the key focus points for the device manufacturers. Similarly on the software front, there has been a wave of content-rich applications and an emphasis on flawless VR…
]]>VR head-mounted displays (HMDs) continue to dramatically improve with each generation. Resolution, refresh rate, field of view, and other features bring unique challenges to the table. The NVIDIA VRWorks Graphics SDK has been offering various rendering technologies to tackle the challenges brought forth by the increasing capabilities of these new HMDs. NVIDIA Turing introduced Variable Rate…
]]>Virtual reality displays continue to evolve and now include advanced configurations such as canted HMDs with non-coplanar displays. Other headsets offer ultra-wide fields-of-view as well as other novel configurations. NVIDIA Turing GPUs incorporate a new feature called Multi-View Rendering (MVR) which expands upon Single Pass Stereo, increasing the number of projection views for a single rendering…
]]>NVIDIA Turing GPUs enable a new, easily implemented rendering technique, Variable Rate Shading (VRS). VRS increases rendering performance and quality by applying a varying amount of processing power to different areas of the image. VRS works by changing the number of pixels that can be processed by a single pixel shader operation. Single-pixel shading operations can now be applied to a block…
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