NVIDIA’s Lens Matched Shading Technology Takes Everest VR to New Heights

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When we launched our Pascal architecture we introduced a bevy of technological advancements that were created to deliver a new level of presence and immersion for virtual reality. We packaged them up for the creators of VR games and experiences as our VRWorks Software Developers Kit (SDK). Today one of those technologies known as Lens Matched Shading (LMS) appears for the first time in Solfar’s stunning VR experience Everest VR. As a VR experience Everest VR is compelling. The sense of presence, that fundamental element of VR that pulls you into the virtual world and convinces your brain into believing the experience is real, is so high I have seen people rip off the headset because their fear of heights overcame them. When I did it the first time I had butterflies in my stomach as I crossed over one of the great crevasses found on Everest on a ladder. My fear was real. Delivering immersive VR like that is a complex challenge, especially since immersive VR requires seven times the graphics processing power compared to traditional 3D applications and games. To make games look the best they can on today’s GPUs you need some smart technologies to maximize performance.
 
She has a great bod, and who's to say the Vive doesn't detract from her attractiveness? :D

Kidding aside, smarter rendering is definitely going to be needed unless we can somehow get about 20 more TFLOPs from 16 or 14nm, we're going to need a combination of multiGPU, Foveated Rendering, Eye Tracking, etc. to increase VR resolution and add more realism/complexity.
 
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