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’s Latest Game Ready Driver Features Variable Rate Super Sampling Improving VR Image Quality

It’s almost time for CES 2020, with tech companies from around the world heading to Las Vegas to show off their latest products. NVIDIA – known for its GeForce graphics cards – has several announcements to make this one with one important one for virtual reality (VR) enthusiasts. A new Game Ready Driver is now available adding a feature called Variable Rate Super Sampling (VRSS), designed to improve the visual quality of VR videogames.

nvidia-geforce-variable-rate-supersampling-boneworks-850pxVRSS works by using an existing NVIDIA technology, Variable Rate Shading (VRS), which is found on the company’s latest graphics cards using Turing architecture – products like the GeForce RTX 2070 or RTX 2080 for example. VRS is able to increase/decrease the image quality in different regions of the frame by decoupling shading rate from resolution.

Taking that another step further, VRSS uses fixed foveated supersampling to enhance the central area of a frame where a player is looking on videogames with a higher shading rate in comparison to the edges. Thus, players get better visuals which can aid immersive gameplay.

There are several criteria VR videogames need to meet to use VRSS such as being DX11 VR titles or applications that have forward renderers and support MSAA. Currently, 24 make the list:

  • Battlewake
  • Boneworks
  • Eternity WarriorsTM VR
  • Hot Dogs, Horseshoes and Hand Grenades
  • In Death
  • Job Simulator
  • Killing Floor: Incursion
  • L.A. Noire: The VR Case Files
  • Lone Echo
  • Mercenary 2: Silicon Rising
  • Pavlov VR
  • Raw Data
  • Rec Room
  • Rick and Morty: Virtual Rick-ality
  • Robo Recall
  • SairentoVR
  • Serious Sam VR: The Last Hope
  • Skeet: VR Target Shooting
  • Space Pirate Trainer
  • Special Force VR: Infinity War
  • Spiderman: Far from Home
  • Spiderman: Homecoming – Virtual Reality Experience
  • Talos Principle VR
  • The Soulkeeper VR
nvidia-geforce-ces-2020-game-ready-driver-variable-rate-supersampling-setup-850px
Variable Rate Super Sampling (VRSS) setup

And it’s not just VRSS that the new Game Ready Driver has packed with it. Other useful features for NVIDIA owners include:

  • A new Max Frame Rate setting in the NVIDIA Control Panel to help save power, reduce system latency, and more.
  • A new Freestyle splitscreen filter lets you showcase screenshots or videos in a side-by-side or even a blended fashion.
  • An update to the Image Sharpening filter that lets users enable GPU scaling without image sharpening, and even supports custom resolutions.
  • Adds support for an additional 8 G-SYNC Compatible displays. Adding these to the previously mentioned 2020 LG OLED TVs brings the total number of  G-SYNC Compatible displays to 90.

NVIDIA regularly releases these Game Ready Drivers ahead of major titles coming to market, helping ensure players have a smooth and hopefully flawless experience.

Expect CES 2020 to be filled with VR news of various sorts this week with VRFocus there to bring you all the latest updates.