Nvidia Adds Pascal-powered Features to Its VRWorks SDK
On Friday, Nvidia unveiled its next-gen Pascal based GTX 1080 and GTX 1070, and now, in preparation for the release, the company has announced that it’s updating its VRWorks SDK with support for the new architecture. Nvidia VRWorks is their comprehensive suite of APIs, libraries, and engines that enable developers to create virtual reality content.
With the launch of our first NVIDIA Pascal gaming GPU, we’re dramatically expanding VRWorks to bring new levels of realism to virtual reality through sight, sound and touch.
True presence in VR must be convincing to all your senses. An incorrectly lit object or missing echo can quickly undermine the 3D reality being created.
So with Pascal, we’ve enhanced VRWorks to include not only performance enhancements for things we see, but also technologies that enhance presence for things you hear and touch.
Based on the the new Simultaneous Multi-Projection architecture of the Pascal-based GPUs, Nvidia is creating a couple of major new techniques that help tackle VR performance challenges.
The first of these features is the Lens Matched Shading which is designed to enhance pixel shading performance “by rendering more natively to the unique dimensions of VR display output.” According to Nvidia, the method “avoids rendering many pixels that would otherwise be discarded before the image is output to the VR headset.”
The other big feature for Pascal’s VRWorks update is Single Pass Stereo. The feature allows the graphics card to perform a single geometry pass for the head-mounted display (HMD)’s left and right displays. Nvidia says this results in reducing the workload of traditional VR rendering by half as it no longer requires the GPU to draw geometry twice.
To showcase these new features, as well as the VR integration of its HairWorks, Flow, VRWorks Audio, PhysX, and Flex APIs, Nvidia has announced its first ever VR experience called VR Funhouse, which is coming soon to Steam.