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Re:Nvidia GeForce GTX 1080 Ti by nsxwolf on Wednesday March 01, 2017 @01:14AM (#13761652)
For 4K VR, you don't need to render the entire scene in 4K. Only a few degrees of the center of vision really needs to be rendered in 4K, and the image can be at a much lower definition the farther you get to the periphery (foveated rendering).

Future headsets can use internal cameras to track the position of the pupils to figure out where that sweet spot needs to be every frame.

Re:Nvidia GeForce GTX 1080 Ti by pmoriarty on Wednesday March 01, 2017 @01:21AM (#13761675)
I'm not a VR developer, but my impression from reading about this (or maybe listening to some John Carmack talks) was the opposite: that VR was actually demanded much more from graphics cards than non-VR.

This was (going from memory here) due both to the much higher refresh rate that's required, to having to pre-render not only what the user sees but the whole 360 degree sphere they might look to around them at any moment, and perhaps some other VR-specific requirements that don't spring to mind at the moment.

Was I dreaming that I read this? Maybe a VR developer or someone more knowledgeable than I could comment?

Re:Nvidia GeForce GTX 1080 Ti by dcudjejxice on Wednesday March 01, 2017 @02:02AM (#13761851)
Rendering for VR currently is more intensive due to the high frame rate and double-rendering (once for each eye).However no one renders a 360 sphere and single-pass stereo rendering is already possible which does the cpu-side rendering for both eyes together. [1] Still, at present, VR rendering is way more intensive than regular rendering and it hasn't yet benefited from decades of optimization work like regular rendering.

The parent post is probably referring to foveated rendering - a research technique which uses eye-tracking to render most of the screen in low quality and areas being looked at in higher quality. (Real vision is perceived something like this - try reading text that isnt in the center of your gaze.) You can do foveated rendering better for a close screen so eventually it's possible that the quality of VR rendering will surpass regular rendering.

[1] docs.unity3d.com/Manual/SinglePassStereoRendering.html

Re:Nvidia GeForce GTX 1080 Ti by Dylan16807 on Wednesday March 01, 2017 @01:29AM (#13761715)
The GPU is faster than a human can move. You don't need to render all around.

Even better, if you render just a couple degrees extra you can double your framerate via interpolation. That way you can have 120Hz head-tracking while only having to render the world at 60Hz.