NVIDIA Adds Eye-tracking Support to VRSS Foveated Rendering Tech

NVIDIA is upgrading its Variable Rate Supersampling (VRSS) with support for headsets with eye-tracking, allowing the rendered application to improve performance by increasing quality where the user is looking, while decreasing it elsewhere.

Nvidia today announced the latest version of VRSS, a foveated rendering implementation that works with any of the company’s RTX series GPUs and any application which supports DirectX 11, forward rendering, and MSAA.

The first version of VRSS only offered static foveated rendering which increased the effective resolution at the center of the image (where the lens is the sharpest), while decreasing the quality outside of the central area, effectively concentrating the GPU power where it matters most. The foveated rendering region can be supersampled up to 8x.

Image courtesy NVIDIA

VRSS 2 adds support for dynamic foveated rendering which allows the system to move the supersampled area to wherever the eye is looking. Although lens sharpness drops off as the user looks away from the center of the lens, there can still be perceptual benefits to supersampling outside the center of the lens.

This of course only works for headsets equipped with eye-tracking tracking, which is not common in consumer-grade VR headsets today, but is expected to become more widespread in the future.

Out of the gate, Nvidia says that the dynamic foveated rendering in VRSS 2 will support HP’s new Reverb G2 Omnicept Edition headset. In the future we hope to see support added for HTC’s Vive Pro Eye and Varjo headsets, both of which include eye-tracking hardware.

VRSS 2 is supported as of GeForce driver version R465 which became available on March 30th. Users must enable VRSS via the Nvidia Control Panel (Manage 3D Settings > Global Settings > Virtual Reality – Variable Rate Supersampling > Adaptive).

Although eye-tracking headsets themselves appear to require per-headset integrations to support dynamic foveated rendering with VRSS 2, Nvidia says that applications don’t need to be modified in any way to get the benefits of VRSS 2, provided they support DirectX 11, forward rendering, and MSAA. That’s a good thing because it means developers don’t need to rely on any technology that’s specific to Nvidia GPUs in order to benefit from VRSS 2.

Developers with compatible titles need only to submit their application to Nvidia for consideration. If the application benefits from VRSS 2, Nvidia will whitelist the app to use VRSS 2 in a future driver update.

Nvidia today also published a new list with all games currently supporting VRSS:

Games Supporting NVIDIA VRSS – April 12th, 2021
Battlewake Raw Data
Boneworks Rec Room
Budget Cuts 2: Mission Insolvency Rick & Morty: Virtual Rick-ality
Doctor Who: The Edge of Time Robo Recall
Eternity Warriors VR Sairento VR
Hot Dogs, Horeshoes, & Hand Grenades Serious Sam VR: The Last Hope
In Death Skeet: VR Target Shooting
Job Simulator Sniper Elite VR
Killing Floor: Incursion Space Pirate Trainer
L.A. Noire VR Special Force VR: Infinity War
Lone Echo Spiderman Far From Home
Medal of Honor: Above and Beyond Spiderman Homecoming VR
Mercenary 2: Silicon Rising Talos Principle VR
Onward VR The Soulkeeper VR
Pavlov VR The Walking Dead: Saints & Sinners
PokerStars VR VRChat

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NVIDIA Launches Omniverse Summer 2021, CloudXR Expands to Support iOS

NVIDIA

NVIDIA’s GPU’s tend to be the most popular when it comes to PC virtual reality (VR) gaming but the company also supports the industry through a range of other initiatives. Today, as part of the company’s GTC 2021 conference CEO Jensen Huang announced the upcoming general availability of NVIDIA Omniverse as well as expanding CloudXR‘s support to Apple devices.

NVIDIA CloudXR

CloudXR was launched by NVIDIA last year to facilitate the streaming of immersive XR experiences over 5G and WiFi. With its latest version, CloudXR 2.1 adds support for iOS devices, streaming on Microsoft Azure as well as now being available through the AWS Marketplace.

“With the addition of iOS support within CloudXR, we can now deploy content in a platform-agnostic way, enabling us to expand capabilities for delivery and increase our ability to target content for end clients,” said Jason Powers, chief creative technologist at Brightline Interactive in a blog post. “From a developer perspective, porting apps from Android to iOS, especially for real-time rendered content, can be painstaking work. By utilizing CloudXR, we can quickly and easily add iOS as a target platform for our real-time networked augmented reality experience.”

With the continued improvements in streaming capabilities whether that’s thanks to WiFI 6 or 5G networks, both VR and augmented reality (AR) devices will greatly benefit from cloud computing, especially with more computing platforms support initiatives like CloudXR. Alongside iOS, CloudXR already supports PC headsets like HTC Vive, Android-based devices like Oculus Quest/Quest and Windows MR devices (HoloLens 2).

NVIDIA Omniverse

Back in 2017, NVIDIA revealed Project Holodeck, a physics-based collaboration tool for enterprise. NVIDIA Omniverse is the evolution of that project, enabling production teams to work together no matter where they are, even if they’re using different programs. The platform works thanks to the NVIDIA Omniverse Nucleus server, which manages the database, and NVIDIA Omniverse Connectors, compatible apps like Blender, Autodesk 3DS Max, Adobe Photoshop, Unreal Engine 4 and more.

“Every few decades, technologies converge to enable a whole new thing – Omniverse is such an invention,” said Huang, founder and CEO of NVIDIA. “Building on NVIDIA’s entire body of work, Omniverse lets us create and simulate shared virtual 3D worlds that obey the laws of physics. The immediate applications of Omniverse are incredible, from connecting design teams for remote collaboration to simulating digital twins of factories and robots. The science-fiction metaverse is near.”

The NVIDIA Omniverse Enterprise software will be available on a subscription basis this summer for small and large workgroups.

For continued updates from NVIDIA, keep reading VRFocus.

NVIDIA CloudXR is Launching on Google Cloud, Microsoft Azure, and AWS

NVIDIA is continuing the rollout of its CloudXR technology on the three leading cloud computing platforms: AWS, Microsoft Azure, and Google Cloud. With the tech readily available from these providers, companies building products and services on these cloud providers will be able to offer real-time XR streaming right off the shelf.

Today during the company’s GTC 2021 developer conference, Nvidia announced that its CloudXR tech is now available on Amazon Web Services, and it’s coming soon to both Microsoft’s Azure cloud and Google Cloud. That means the service will be available across the three leading cloud computing platforms, massively expanding access to cloud rendered AR and VR capabilities for companies building cloud applications. Nvidia also says it’s working to bring CloudXR to Tencent Cloud.

The hope of XR streaming is to remove the high-end hardware barrier by rendering immersive visuals in the cloud and streaming them to a host device which itself doesn’t need particularly beefy or expensive hardware; the host device could be a PC, smartphone, or standalone headset.

Nvidia has long offered a very similar streaming service called GeForce Now, but it’s for traditional games rather than XR. CloudXR is a specialized solution for the unique latency and performance requirements of VR and AR streaming.

Image courtesy NVIDIA

Nvidia says the CloudXR system can stream any SteamVR content to end users on Windows or Android systems without any special modification to the streamed application. That could be game and entertainment content or enterprise and productivity content like high-end 3D visualization or immersive design applications; whatever the operator wants to offer to its employees or customers.

Nvidia offers CloudXR client applications for PC, HoloLens 2, Android VR devices (including Oculus Quest), and Android AR devices. Today Nvidia also said it will soon launch CloudXR 2.1 which will support iOS, allowing iPhones and iPads to stream high-quality AR content from the cloud.

In addition to rolling out CloudXR on major cloud computing platforms, Nvidia also offers an SDK for the service which allows companies to run the capabilities on their own servers if desired.

While the idea of streaming AR and VR content from the cloud has been around for many years now, Nvidia’s CloudXR is by far the most mature and scalable solution available to date, and furthers its lead with today’s news of its off-the-shelf availability heading to the largest cloud computing providers.

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NVIDIA To Ship Partial SteamVR Stutter Fix In Next Driver

NVIDIA plans to ship a hotfix later this week for “most” of the widely reported SteamVR stuttering issues.

Since driver version 456.71, released in October, some owners of recent NVIDIA graphics cards started experiencing stuttering in SteamVR caused by mysterious frame time spikes.

Dropping frames in VR is a serious issue because it can make people feel sick. Two weeks ago, NVIDIA QA engineer Manuel Guzman claimed “some progress” in identifying the root cause.

Yesterday, Guzman announced a hotfix is inbound, but warned the issue may remain when using GPU monitoring tools:

We are working on a hotfix driver to address the spikes in frame times when playing VR games with recent drivers. This upcoming hotfix driver should resolve most of the stutters reported by users. There will still be some stutter when using a GPU monitoring utility (eg. EVGA Precision X/MSI Afterburner) in the background while playing VR games but the hotfix driver will be an improvement over recent drivers.

Hardware monitoring utilities have been known to interfere with virtual reality compositors since the launch of the original Oculus Rift & HTC Vive in 2016. VR requires extremely low latency so GPU scheduling has to be completely precise, requiring close cooperation between drivers and runtime software.

Whatever the root cause, the severity seems to have increased since driver version 456.71.

Guzman claims a “complete” fix is being worked on, supporting the use of GPU monitoring tools, but there is no ETA for this.

The initial hotfix should roll out “later this week” – just make sure to keep tools like MSI Afterburner & EVGA Precision X closed for now.