With the advent of virtual reality devices just upon the horizon, NVIDIA has taken it upon themselves to help various companies that are working on the technology, such as Oculus, Unity, Epic Games, Valve and Crytek to improve the way the graphics look and are delivered to the users to improve image quality and the overall user experience of these devices with a new technology the company calls GameWorks VR.
A common problem with virtual reality optics these days is that the view of the image in the headset is warped as fisheye lenses are used to simulate periphery vision. With the new VR Works tech, NVIDIA adds a post-processed reverse warp to help fix the image, allowing users to see a properly rendered image when using a VR headset.
That being said, if one was to use a standard image rendering solution, a downside to this is that the GPU will actually be rendering a lot of pixels that would not make it to the user’s periphery vision due to the warped periphery of the image. This means a lot of wasted power going out to render something that you likely wouldn’t even be able to see.
With this in mind, NVIDIA also introduced what it calls Multi-Res Shading, a rendering method that divides images into sections and scales the edges to actually render only what your eyes, or in this case the VR headset’s lenses is able to output.
Thanks to the second generation Maxwell chip’s multi-projection architecture, each section is rendered at its most optimal resolution so as to save on processing power and speeding up the render process of the image.
Using the Multi-Res Shading technology, VR image rendering with the new NVIDIA GPUs have seen 1.3 to 2.0 times improvement in pixel shader performance. Not only that, if you have two NVIDIA cards in SLI, you can also use GameWorks VR to have each GPU work on the rendering for each side of the VR headset’s eyeball for better graphics performance.