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Multi-resolution shading: Difference between revisions

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Created page with "Multi-resolution shading or '''multi-res shading''' is a VR technology introduced by Nvidia's Gameworks VR. In multi-res shading, the rendering accounts fo..."
 
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[[Multi-resolution shading]] or '''multi-res shading''' is a [[VR]] [[technology]] introduced by [[Nvidia]]'s [[Gameworks VR]]. In multi-res shading, the rendering accounts for the distortion caused by the lenses of the [[HMD]]. It will not render the parts of the image that the user will not see due to the distortion.  
[[Multi-resolution shading]] or '''multi-res shading''' is a [[VR]] [[technology]] introduced by [[Nvidia]]'s [[Gameworks VR]]. In multi-res shading, the rendering accounts for the distortion caused by the lenses of the [[HMD]]. It will not render the parts of the image that the user will not see due to the distortion. Multi-res shading improves performance without sacrificing image quality.  


Normally, an image on a screen, rendered by [[GPU]], is flat. Because the lenses in the HMD distorts the flat image, there is an extra process to "de-distort" the image before it passes through the lenses and onto your eyes. Because of this, a significant percent of the flat image never makes to your eyes. Multi-res shading does not render the entire flat image. Instead it renders the distorted image directly, saving the processor from rendering a significant number of pixels.


[[Category:Terms]]
According to Nvidia engineer [[Tom Peterson]], multi-res shading can save about 50% of the pixel load.
 
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[[Category:Terms]] [[Category:Technology]]