NVIDIA hat nun VRSS 2 veröffentlicht und bietet nun eine Unterstützung für VR-Brillen mit Eye-Tracking an.
NVIDIA VRSS 2 mit Eye-Tracking Support
VRSS (Variable Rate Supersampling) dient dazu, eine Anwendungen oder ein Spiel in einem bestimmten Bereich mit einer höheren Auflösung zu versorgen. Bisher war dieser Bereich in der Regel um den Mittelpunkt des Bildes. Mit der neuen Version kann jedoch exakt der Bereich mit einer höheren Auflösung gerendert werden, welcher vom Spielenden tatsächlich fokussiert wird. Hiermit kann eine beeindruckendere VR-Darstellung ermöglicht werden, da Rechenleistung in unwichtigen Bereichen eingespart wird.
VRSS 2 wird ab der GeForce-Treiberversion R465 unterstützt, die seit dem 30. März verfügbar ist. Benutzer und Benutzerinnen müssen VRSS über das Nvidia Control Panel aktivieren (Manage 3D Settings > Global Settings > Virtual Reality – Variable Rate Supersampling > Adaptive).
Doch auch wenn VRSS 2 diese Funktion beherrscht, besitzen die meisten VR-Brillen für Konsumenten kein Eye-Tracking. Wer tief in die Tasche greifen will, könnte über die Anschaffung einer Reverb G2 Omnicept Edition nachdenken, welche Eye-Tracking als festen Bestandteil des Systems bietet.
CES 2020 is coming to an end. We’ve been in Las Vegas, NV all week trying out cutting-edge hardware and software demos from companies all over the world trying to push the boundaries of VR and AR technology. As a result, we’ve collected our list of the best and most exciting things we saw for you right here.
Just like we did at E3 2019, we’re giving out two awards: Best of Show and People’s Choice. The Best of Show award winner and its nominees are all selected by UploadVR Editorial staff and the People’s Choice award winner is picked by you, our readers! We looked at our website traffic and social media engagement to determine the four nominees for that award and are using social media polls to pick the winner. This was done across two Facebook polls (Part 1 and Part 2) and a Twitter poll.
And if you want the full rundown on our impressions and all of the top news stories of the week from CES 2020, we chatted about it all live in our VR studio for a special episode of The VR Download this week, embedded above!
UploadVR People’s Choice Award For CES 2020: The Nominees
The votes are in and the winner of our People’s Choice Award for CES 2020 is NVIDIA’s new Variable Rate Supersampling feature. Just released this week for RTX GPUs, it will dynamically apply up to 8x supersampling in the center of the view only, the area you usually look at the most in VR, to improve fidelity. It’s sort of like the inverse of foveated rendering, which downgrades the quality of the areas in your peripheral vision to allow for a sharper center.
At CES 2020 the company that impressed us the most in terms of the technology feeling groundbreaking and truly impactful for the future of the VR/AR landscape, was definitely HaptX. Their haptic feedback gloves worked great and the telepresence robot demo was surprisingly articulated. It will be a long time before this technology is consumer-ready, but the future looks bright for haptics (and HaptX) in VR.
VR gamers running NVIDIA’s newest RTX graphics cards will be able to take advantage of a new ‘Variable Rate Supersampling’ (VRSS) feature designed to increase the sharpness of VR games without reducing performance. The feature uses a foveated rendering approach which focuses sharpness toward the center of the lens without wasting extra processing power toward the edges where the image will be blurred by the lens anyway.
Taking advantage of the Variable Rate Shading capability of the ‘Turing’ architecture in Nvidia’s RTX GPUs, the company today announced and released a new feature called Variable Rate Supersampling (VRSS). The feature allows games to be supersampled for added sharpness and clarity, but only toward the center of the lens. This allows GPU rendering power to be spent where it matters most.
For VR enthusiasts, supersampling is a well known technique for increasing clarity when there’s GPU horsepower to spare. Traditional supersampling techniques render the entire image at a higher resolution than the target display, which can make a surprising difference to the clarity of fine details in today’s VR headsets. But traditional supersampling is computationally expensive, and if you crank the knobs too high, you’ll start missing frames (which leads to an uncomfortable experience in a VR headset).
VRSS is designed to be a more efficient supersampling method that’s specific to VR. It takes advantage of the fact that the lenses of most VR headsets have a narrow ‘sweet spot’—a small region where lens clarity is the greatest—while the image gets blurrier toward the edges of the lenses. The human eye itself also only sees in high detail in a small sweet spot in the center (called the fovea). It therefore doesn’t make much sense to spend extra processing power sharpening the blurry parts of the image, which is exactly the premise of VRSS.
VRSS uses Variable Rate Shading, a feature baked into RTX cards, to create a ‘foveated’ supersampling region at the center of the image while leaving the rest of the image alone. This means that GPU processing power can be more efficiently used to sharpen the center of the view. Nvidia says VRSS allows for more sharpness in the foveal region with less processing power.
Running on an Nvidia test system, the company claims that VRSS achieves 4x supersampling in Boneworks while maintaining a 120 FPS average, compared to roughly 75 FPS when using a traditional 4x supersample.
The feature is also designed to dynamically enable and scale according to available GPU power. If there’s extra processing power not being used, VRSS will supersample up to 8x, or disable itself entirely if necessary.
VRSS is available with the newest Nvidia drivers released today (you can download and install them through the GeForce Experience application). You’ll need to enable the feature in the Nvidia Control Panel; Nvidia recommends setting VRSS to ‘Adaptive’, and warns that using the ‘Always On’ feature may result in framerates dropping below the headset’s native rate.
Unlikes previous foveated supersampling techniques from NVIDIA, like Lens Matched Shading, VRSS luckily doesn’t require specific integration with Nvidia GameWorks tools. However, there are some technical requirements: games must be based on DX11 or use forward renderers and support MSAA to work with VRSS.
Currently Nvidia is only enabling the feature for games which it has specifically tested, which is 26 at present:
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.
VRSS 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:
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.