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VRWorks

1,127 bytes added, 19:40, 16 June 2016
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[[VRWorks]], formerly known as '''GameWorks VR]] ''', is a suite of [[virtual reality]] technologies developed by [[Nvidia]] to tackle high-performance VR rendering. It contains a set of APIs, libraries and features that enable both hardware manufacturers engine and software [[HMD]] developers to create the ideal [[VR]] experiences.
==Features==
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===VR SLI===
[[VR SLI]] increases the performance of [[VR Apps]] by assigning 1 or more [[GPU]]s to each eye when [[stereo rendering]] (creating a different image for each eye). Because VR utilizes 2 independent views, developers can parallax the rendering across 2 different GPUs then combine the images into a single frame in the [[HMD]]. It allows the app to have higher [[fps]] or graphical settings. Additionally, VR SLI API allows developers to scale the entire system to more than 2 GPUs. Developers can split up the rendering anyway they want across any number of GPUs they desire.<ref name="GameWorks_VR_Site">https://developer.nvidia.com/virtual-reality-development</ref>
===Multi-resolution shading===
[[Multi-resolution shading]] renders different parts of the image with different resolutions to better match the [[pixel density ]] of a warped image. When a flat image is viewed from the lenses of an HMD, the image is distorted. The processor has to perform an additional task that "de-distort" or warps the image. The warp pass compresses the edges of the image, reducing pixels there. Multi-res shading renders a warped image directly, keeping full resolution in the center of image while reducing the resolution of the edges of the image.<ref name="GameWorks_VR_Site">https://developer.nvidia.com/virtual-reality-development</ref> ===Context Priority===[[Context Priority]] gives HMD developers the control over [[GPU scheduling]] to support important [[VR]] features such as [[asynchronous timewarp]].<ref name="GameWorks_VR_Site">https://developer.nvidia.com/virtual-reality-development</ref> ===Direct Mode===In [[Direct Mode]], the display driver treats the HMD as an entity separate from the operating system and accessible only to VR apps. It improves plug-and-play capabilities and prevents numerous [[UX]] issues that occur when the OS treats the HMD as just another monitor. It also allows HMD developers to reduce latency by giving them the control over frame queuing and vsync behavior.<ref name="GameWorks_VR_Site">https://developer.nvidia.com/virtual-reality-development</ref> ===Front Render Buffering===[[Front Render Buffering]] allows the GPU to render directly to the front buffer to reduce latency.<ref name="GameWorks_VR_Site">https://developer.nvidia.com/virtual-reality-development</ref> ===VRWorks Audio===see [https://developer.nvidia.com/vrworks] for more info.
==References==
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