NVIDIA to Showcase the Future of VR Visuals at SIGGRAPH 2019

SIGGRAPH 2019 starts in just over a week, with the Immersive Pavilion and VR Theater showcasing four world premiere’s including Disney’s a kite’s tale. When it comes to technology graphics card giant NVIDIA will be demoing its latest techniques for making videogames look pretty, with a focus on optimising virtual reality (VR) performance.

The company began launching its RTX series cards in 2018, such as the GeForce RTX 2070 and the range-topping RTX Titan. Unlike its standard GTX series, the new RTX cards feature a number of interesting features including Ray-Tracing and Variable Rate Shading (VRS).

It’s the latter VRS that attendees can see in action at SIGGRAPH, in a demo using Autodesk’s VRED. Able to improve image quality and rendering performance at the same time: “VRS works by combining two methods of shading within a single image — supersampling and coarse shading. This enhances image quality by delivering more shading power to objects or surfaces that contain more detail, while increasing performance at the same time,” the company explains in a blog post.

NVIDIA goes on to note that VRS has particular benefits for VR, especially when combined with eye-tracking tech. This is basically foveated rendering which VRFocus has written about many times previously, due to the benefit of reducing the performance load on GPU’s by maximising quality where a person is looking. Foveated rendering is directly supported with Tier 2 VRS, which the NVIDIA RTX architecture supports. Whereas basic Tier 1 VRS can only specify the shading rate based on the high-level geometry.

NVIDIA VRS

NVIDIA won’t solely at SIGGRAPH 2019 to show attendees pretty looking RTX VRS images that will one day come to VR headsets worldwide, it’ll also be participating in a number of panel discussions with representatives from Tobii, HTC and Facebook Reality Labs such as “Are We Done with Ray Tracing?”

Recent headset launches like Oculus Rift S and Valve Index have improved the consumer visual experience via improved displays and better optics, so the addition of techniques like VRS can only make things better – when they’re added to affordable consumer products. VRFocus will continue to cover NVIDIA’s latest advancements relating to VR as they’re announced.

HTC Vive Pro Eye is NVIDIA’s Preferred Headset for its VRS Technology

One of the surprise announcements during CES 2019 in January came from HTC Vive with the reveal of its enterprise-focused headset, the Vive Pro Eye. Today, as part of NVIDIA’s GPU Technology Conference (GTC), HTC VIve has announced that the upcoming device is the preferred head-mounted display (HMD) for NVIDIA’s Variable Rate Shading (VRS) technology.

HTC Vive Pro Eye

 

Variable Rate Shading is a new rendering technique enabled by the latest Turing GPUs like the GeForce GTX 1660 or the GeForce RTX 2060 for example. The process increases rendering performance and quality by applying a varying amount of processing power to different areas of the image. So combined with the eye tracking capabilities of HTC Vive Pro Eye, the two help optimize computer and VR performance.

“We’re continuing to see enterprise VR demands evolve, and Vive is meeting these demands for more toolsets within the headset,” Daniel O’Brien, GM Americas, HTC Vive in a statement. “Coupled with NVIDIA VRS, integrated eye tracking in the new Vive Pro Eye delivers a host of features to take enterprise and location-based VR to an unprecedented level of impact, rapidly evolving what enterprise users can do in VR.”

And to aid developers interested in creating software using eye tracking, HTC Vive has released an updated “Pro Eye SDK” today, which directly integrates VRS for foveated rendering. The Vive Pro Eye SDK (SRAnipal) is available on the HTC Vive developer portal.

HTC Vive Pro Eye

“Vive is among the best VR headsets available for professional users, and Vive Pro Eye takes it to the next level,” said David Weinstein, Director of VR, NVIDIA. “With NVIDIA VRS technology, users can now derive the benefits of foveated rendering and super-sampling to deliver the highest quality of visualization while increasing computing efficiency.”

At the moment HTC Vive hasn’t confirmed a launch date for the Vive Pro Eye, simply stating ‘Q2 2019’. Plus we’ve no idea how much it’ll cost. As the normal HTC Vive Pro retails for $799 by itself or $1,089 as a starter kit, expect the eye tracking version to be even pricier. As further VR announcements are made at GTC and GDC 2019, VRFocus will endeavour to keep you updated.