Multi-resolution shading: Difference between revisions
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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]] |