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Nividia Pioneers New VR Processing Tech

Nividia Pioneers New VR Processing Tech

Processing video games in VR is really taxing on your system. If you think about it, we already have a really hard time making games look good on a single screen and running them at 60 fps, right? When using an VR HMD, your computer has to process and render two separate images (one for each eye) running at a minimum of 90 fps so you don’t get sick. It’s tough work, especially once you throw in advance head tracking. Nvidia is working on a new technique that could reduce the amount of processing necessary to create a pleasant VR experience by two or three times.

Nvidia calls this new technique “perceptually based foveation.” It may sound technical (and it probably is), but all they’re doing is cutting back on a lot of the processing resources eaten up by rendering things you won’t actually be looking at with your HMD on. When in VR, you’re basically looking forward at all times and turning your head to adjust your view. Because of certain field-of-view limitations, we don’t really move our eyes around, which means a lot of the details in our peripheral vision don’t actually need to be rendered all sharp and pretty. The foveation will basically leave those peripheral details blurry and free up your CPU and GPU to focus on what’s directly in front of you. Hopefully this is an option that will be made available in VR games soon, and as third-party manufacturers continue to work on their own VR HMDs going forward, this enthusiast niche could become much more affordable in the near future.

Source: VentureBeat

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