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[[GameWorks VR | [[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 engine and [[HMD]] developers to create the ideal [[VR]] experiences. | ||
==Features== | ==Features== | ||
{{#ev:youtube|09dT3vkwXBA|300|right}} | |||
===VR SLI=== | ===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> | [[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=== | ||
[[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> | [[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=== | ||
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===Front Render Buffering=== | ===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> | [[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== | ==References== |