Valve showcase VR performance optimization techniques at GDC + VRDC 2016

Valve is going to showcase VR performance optimization techniques at GDC, showing how they reduced the requirements form GTX 980 to a GTX 680, allowing lower system requirements.

HTC Vive

      “Reliably hitting 90 fps in VR is a significant challenge. This talk will present a method for adaptively scaling fidelity to consistently maintain VR framerate without using reprojection techniques, even on very low-end GPUs, while also having the ability to increase fidelity for high-end GPUs and multi-GPU installations. Valve’s Aperture Robot Repair VR experience that was shown at GDC 2015 required an NVIDIA 980 to maintain framerate, but this talk will use that same experience as an example of how we now adaptively scale fidelity to maintain 90 fps on an NVIDIA 680, a 4-year-old GPU.

The end result is an engine that appears higher fidelity throughout the experience, a lower GPU min spec, increased art asset limits, and a system that allows developers to stop focusing on framerate and instead spend their time increasing the quality and performance of their renderer while consistently maintaining framerate.

Takeaway

Attendees will learn several methods for adaptively scaling fidelity to keep their VR applications in framerate without using reprojection techniques.”

 

The main reason for this session is to show developers how to maintain a high framerate for VR gaming while keeping the high visual quality in-game, also this will allow the system requirements of VR gaming low as possible.

Valve’s progress with getting the same performance as a GTX 980 from a GTX 680 is a very impressive, especially when GTX 980 is twice as fast than GTX 680.

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