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VR Base Camp: Scaling the Next Major Platform

VR has amazing potential, but will only succeed when there are enough users who are capable of enjoying the experience. NVIDIA examines the current state of the PC market for VR, and discusses its forecast for the coming years and technologies that will propel the industry forward.

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VR Base Camp: Scaling the Next Major Platform

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  1. VR Base Camp: Scaling the Next Major Platform Tony Tamasi, November 9th, 2015 VR BASE CAMP SCALING THE NEXT MAJOR PLATFORM

  2. 2 Gaming Entertainment Design News Real Estate Art VR CAN TOUCH OUR LIVES IN MANY WAYS 2 Gaming Entertainment Design News Real Estate Art VR CAN TOUCH OUR LIVES IN MANY WAYS

  3. 3 IMMERSIVE VR EXPERIENCES ARE 7X MORE DEMANDING THAN PC GAMING PC GAMING = 60 MP/S (1920 X 1080 @ 30 FPS) VIRTUAL REALITY = 450 MP/S (3024 X 1680* @ 90 FPS) 1920 1080 1512 1680 1512 *VR render resolution 3 IMMERSIVE VR EXPERIENCES ARE 7X MORE DEMANDING THAN PC GAMING PC GAMING = 60 MP/S (1920 X 1080 @ 30 FPS) VIRTUAL REALITY = 450 MP/S (3024 X 1680* @ 90 FPS) 1920 1080 1512 1680 1512 *VR render resolution

  4. 4 VR REQUIRES ULTRA-LOW LATENCY Head movement to display in ≤ 20 ms 4 VR REQUIRES ULTRA-LOW LATENCY Head movement to display in ≤ 20 ms

  5. 5

  6. 6 HELPING THE ECOSYSTEM BUILD AMAZING VR Platforms & Stores Headsets Engines Input & Tracking App Developers Capture & Streaming 6 HELPING THE ECOSYSTEM BUILD AMAZING VR Platforms & Stores Headsets Engines Input & Tracking App Developers Capture & Streaming

  7. 7 NVIDIA VR SDK WARP AND BLEND Increase performance via an innovative new way to render for VR Scale performance with multiple GPUs Minimize head tracking latency with asynchronous time warp Plug and play compatibility from GPU to HMD Reduce latency by rendering directly to the front buffer API for geometry and intensity adjustments for seamless VR Provides tear free VR environments by synchronizing multi GPU’s Fine grain control to pin OGL contexts to specific GPU’s Reduces latency for video transfer to and from the GPU SYNCHRONIZATION GPU AFFINITY GPUDIRECT FOR VIDEO 7 NVIDIA VR SDK WARP AND BLEND Increase performance via an innovative new way to render for VR Scale performance with multiple GPUs Minimize head tracking latency with asynchronous time warp Plug and play compatibility from GPU to HMD Reduce latency by rendering directly to the front buffer API for geometry and intensity adjustments for seamless VR Provides tear free VR environments by synchronizing multi GPU’s Fine grain control to pin OGL contexts to specific GPU’s Reduces latency for video transfer to and from the GPU SYNCHRONIZATION GPU AFFINITY GPUDIRECT FOR VIDEO

  8. 8 MULTI-RESOLUTION SHADING Standard Resolution Rendering Image: UE4 Reflections Subway, courtesy of Epic Games 8 MULTI-RESOLUTION SHADING Standard Resolution Rendering Image: UE4 Reflections Subway, courtesy of Epic Games

  9. 9 MULTI-RESOLUTION SHADING Multi-Resolution Rendering Image: UE4 Reflections Subway, courtesy of Epic Games 9 MULTI-RESOLUTION SHADING Multi-Resolution Rendering Image: UE4 Reflections Subway, courtesy of Epic Games

  10. . 10 MULTI-RESOLUTION SHADING Multi-Resolution Rendering Splits 30% in from each edge, Periphery rendered at 60% resolution 58% of original fragment count Theoretical (perfectly fragment- bound) speedup of 1.7x Image: UE4 Reflections Subway, courtesy of Epic Games

  11. . 11DEMO: UE4 Reflections Subway

  12. . 12 GAMEWORKS VR DELIVERS UP TO 50% SPEEDUPS IN UE4 0 20 40 60 80 100 120 FPS Multi-Res Enabled Image: UE4 Reflections Subway, courtesy of Epic Games Baseline

  13. . 13 + COMING SOON

  14. . 14 THE VR READY PC 4 TeraFLOPS 224 GB / sec GameWorks VR GEFORCE GTX 970

  15. . 15 0M 20M 40M 60M 80M 100M 120M 140M 2014 2015 2016 2017 2018 2019 2020 GROWING THE PC INSTALLED BASE IS A FIRST STEP TO SUCCESS OF VR 5M VR Ready PCs

  16. . 16 100M GEFORCE VR READY PCS BY 2020 0M 20M 40M 60M 80M 100M 120M 140M 2014 2015 2016 2017 2018 2019 2020 100M 13M

  17. . 17 MULTI-RES EXPANDS INSTALLED BASE OF GEFORCE VR READY PCS 0M 20M 40M 60M 80M 100M 120M 140M 2014 2015 2016 2017 2018 2019 2020 130M 25M Baseline Multi-Res

  18. . 18 CLIMBING EVEREST BASE CAMP Create technology to enable the ecosystem CROSS THE CREVASSE Build large installed base of VR Ready PCs SUMMITING Make VR a pervasive part of our lives

  19. . 19

  20. . THANK YOU Developer.nvidia.com/VR

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