Multi-resolution shading: Difference between revisions
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[[Multi-resolution shading]] or '''multi-res shading''' is a [[VR]] rendering [[technology]] part of the [[Nvidia]]'s [[GameWorks VR]]. In multi-res shading, the rendering accounts for the distortion caused by the lenses of the [[HMD]]. | [[Multi-resolution shading]] or '''multi-res shading''' is a [[VR]] rendering [[technology]] part of the [[Nvidia]]'s [[GameWorks VR]]. In multi-res shading, the rendering accounts for the distortion caused by the lenses of the [[HMD]]. The center of image, an area unaffected the distortion, is rendered at high resolution than the edges of the image, where distortion occurs. Multi-res shading improves performance without sacrificing image quality. | ||
Normally, an image on a screen, rendered by [[GPU]], is flat. When the lenses in the HMD distorts the flat image, there is an extra process to "de-distort" the image before it is passed 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. | Normally, an image on a screen, rendered by [[GPU]], is flat. When the lenses in the HMD distorts the flat image, there is an extra process to "de-distort" the image before it is passed 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. |