Re:Nvidia GeForce GTX 1080 Ti
by golergka on Wednesday March 01, 2017 @08:26AM
(#13763463)
Depends on content and quality level.
For proper quality in VR MSAA (and not other anti-aliasing methods) is highly recommended, which already makes this 4k. Not really, because MSAA isn't the same as actually rendering in higher resolution, but close. Or, "close" depending on your shaders and render pipeline configuration...
And by the way, about render pipeline: MSAA means you'll be using forward rendering, not deferred, which also limits you in terms of amount of light sources, for example (but makes transparent stuff much easier). But wait - may be this 1080Ti will allow us to implement MSAA on deferred renderers, finally giving us VR folks all their goodies, like HDR? Well, no - unless it becomes a minimum requirement, nobody's going to support two rendering paths in their games.
Also, you mention 360 degree - but who actually needs that? We only need to render what the player actually sees - and if we finally get stable eye direction detection, it means we will be able to decrease the angle even further, rendering all outside the focus zone in a much decreased resolution. The same goes for "per eye" as well: another usual optimization tactic is to render everything that's far away enough from a single camera, saving fill rate.
Oh, and by the way - we still didn't talk about what texture resolution do we want, what shader features do we want to use, what amount of objects in the scene and in camera, amount of triangles... But we would need to create a series of prototypes (gameplay and graphics at least) before answering these questions anyway.
For proper quality in VR MSAA (and not other anti-aliasing methods) is highly recommended, which already makes this 4k. Not really, because MSAA isn't the same as actually rendering in higher resolution, but close. Or, "close" depending on your shaders and render pipeline configuration...
And by the way, about render pipeline: MSAA means you'll be using forward rendering, not deferred, which also limits you in terms of amount of light sources, for example (but makes transparent stuff much easier). But wait - may be this 1080Ti will allow us to implement MSAA on deferred renderers, finally giving us VR folks all their goodies, like HDR? Well, no - unless it becomes a minimum requirement, nobody's going to support two rendering paths in their games.
Also, you mention 360 degree - but who actually needs that? We only need to render what the player actually sees - and if we finally get stable eye direction detection, it means we will be able to decrease the angle even further, rendering all outside the focus zone in a much decreased resolution. The same goes for "per eye" as well: another usual optimization tactic is to render everything that's far away enough from a single camera, saving fill rate.
Oh, and by the way - we still didn't talk about what texture resolution do we want, what shader features do we want to use, what amount of objects in the scene and in camera, amount of triangles... But we would need to create a series of prototypes (gameplay and graphics at least) before answering these questions anyway.