{"id":173525,"date":"2016-08-29T07:38:47","date_gmt":"2016-08-29T11:38:47","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality-technology-geforce\/"},"modified":"2016-08-29T07:38:47","modified_gmt":"2016-08-29T11:38:47","slug":"virtual-reality-technology-geforce","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/virtual-reality-technology-geforce\/","title":{"rendered":"Virtual Reality | Technology | GeForce"},"content":{"rendered":"<p><p>    Virtual Reality is finally here after years of anticipation,    and it's been well worth the wait. At NVIDIA we've been working    from the beginning of VR's resurgence to     create technologies, tools and best practices that enhance    the VR experience.  <\/p>\n<p>    Now, with the new GeForce    GTX 1080 and the new Pascal Architecture, we're enabling a    new level of presence in VR by introducing new technologies    that will make your VR experiences more immersive and    realistic.  <\/p>\n<\/p>\n<p>    With VR performance is key - Virtual Reality headsets render    games and applications at a resolution equivalent to 3024x1680,    and need to do so at a sustained 90 FPS. Failure to maintain a    constant 90 FPS results in stuttering and hitching that ruin    the experience.  <\/p>\n<p>    With the new GeForce GTX 1080, Virtual Reality performance is    up to 2X faster than with the GeForce GTX TITAN X. This    remarkable improvement comes courtesy of the amazing graphics    horsepower of Pascal, combined with our new Simultaneous    Multi-Projection technology, which enables new VRWorks Lens    Matched Shading and Single Pass Stereo rendering techniques.  <\/p>\n<\/p>\n<p>    For decades PC gamers enthusiastically enjoyed their games on    flat 4:3, 16:9 and 16:10 monitors. Thankfully technology has    advanced, and we can now play with three monitors in NVIDIA    Surround, on curved monitors, and even in Virtual Reality.  <\/p>\n<\/p>\n<p>    With the new Pascal-architecture Simultaneous Multi-Projection    technology we can implement several new techniques that improve    your experience on these displays. And in Virtual Reality,    improve performance, too.  <\/p>\n<p>    The first of these new Virtual Reality techniques is Lens    Matched Shading, which builds upon the Multi-Res Shading technology introduced alongside    our previous-generation Maxwell architecture. Lens Matched    Shading increases pixel shading performance by rendering more    natively to the unique dimensions of VR display output. This    avoids rendering many pixels that would otherwise be discarded    before the image is output to the VR headset.  <\/p>\n<p>    Single Pass Stereo turbocharges geometry performance by    allowing the head-mounted display's left and right displays to    share a single geometry pass. We're effectively halving the    workload of traditional VR rendering, which requires the GPU to    draw geometry twice  once for the left eye and once for the    right eye.  <\/p>\n<p>    This improvement is especially important for geometry-heavy    scenes, and those featuring significant levels of tessellation,    which remains the most effective way of adding real detail to    objects and surfaces in VR.  <\/p>\n<p>    With tessellation, affected game elements can be accurately    lit, shadowed and shaded, and can be examined up close in    Virtual Reality. With other solutions, such as Bump Mapping or    Parallax Occlusion Mapping, the simulation of geometric detail    breaks down when the player approaches or examines affected    objects from any angle, which harms immersion. By increasing    geometry performance and tessellation by up to 2x, developers    are able to add more detail that players can examine up close,    significantly improving the look of the game and the player's    level of presence.  <\/p>\n<p>    Together, Pascal's improved performance, and new Single Pass    Stereo and Lens Matched Shading significantly improve the    Virtual Reality experience for GeForce GTX users.  <\/p>\n<p>    NVIDIA has spent decades working to perfect 3D graphics, but    with VR great graphics demand great audio to create a sense of    presence. To this end, NVIDIA has created a game-changing    advancement called VRWorks Audio.  <\/p>\n<p>    Today's VR applications provide positional audio, telling users    where a sound comes from within an environment. However, sound    in the real world reflects more than just location of the audio    source -- sound is a function of the physical environment. For    example, a voice in a small room will sound different than the    same voice outdoors because of the reflections and reverb    caused by the sound bouncing off the walls of the room. Using    NVIDIA's OptiX ray tracing engine, VRWorks Audio is able to    trace the path of sound in an environment in real-time,    delivering physical audio that fully reflects the size, shape,    and material properties of the virtual world.  <\/p>\n<p>    Simply put, we're able to simulate physically-accurate, super    realistic real-time audio using the power of your graphics    card.  <\/p>\n<p>    If you've been a gamer for some time you've almost certainly    played a game with CPU or GPU PhysX, or our new FleX effects. These technologies add more    realistic physics effects, and enable interactions between the    player's character and the world they're inhabiting. In Virtual    Reality, more often than not you are the player in the center    of the action, directly interacting with objects and the world    itself. As such, the world needs to react realistically to    maintain the user's sense of presence in the virtual world.  <\/p>\n<p>    Realistically modelling touch interactions and environmental    behavior is critical for delivering full presence in VR. And by    adding touch interactivity with haptics we can amplify the    degree of immersion.  <\/p>\n<p>    Existing VR experiences deliver these effects through a    combination of positional tracking, hand controllers, and    haptics. With NVIDIA's new VR Touch PhysX Constraint Solver, we    can instead detect when a hand controller interacts with a    virtual object and enable the game engine to provide a    physically-accurate visual and haptic response.  <\/p>\n<p>    By providing this improved, ready-made, all-in-one solution to    game developers we can save them time, effort and money, and    improve the experiences of gamers.  <\/p>\n<p>    As you might expect, we're also bringing our PhysX and FleX    visual effects to VR, so that interactions, events and actions    involving the player or occurring around the player are    realistic, physically accurate, and representative of what    players would expect to see in the real world.  <\/p>\n<p>    Over the years PhysX and FleX have created visual effects for    just about anything you can imagine - explosions, cloth, water,    snow, gore, volumetric weather effects, and on and on, and on.    PhysX has done them all, and more, and now your own actions in    the virtual world can influence the actions, reactions, and    interactions of these effects.  <\/p>\n<p>    The great news is that you won't have to wait long to    experience VRWorks Graphics, VRWorks Audio, and VR PhysX - all    three are fully utilized in \"NVIDIA VR Funhouse\", a    NVIDIA-developed VR experience that's coming soon. Learn more    about this highly immersive, extremely entertaining experience    here.  <\/p>\n<\/p>\n<p>    Combined, the technologies discussed in this story form    VRWorks, a comprehensive suite of features that allow    developers to create more detailed, more immersive, and    faster-performing VR experiences that you won't want to miss.  <\/p>\n<\/p>\n<p>    To benefit from these features, and those released previously, register    your interest now to be notified when the GeForce GTX 1080    pre-order program begins.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Read more: <\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"http:\/\/www.geforce.com\/hardware\/technology\/vr\/technology\" title=\"Virtual Reality | Technology | GeForce\">Virtual Reality | Technology | GeForce<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Virtual Reality is finally here after years of anticipation, and it's been well worth the wait.  <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/virtual-reality-technology-geforce\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187744],"tags":[],"class_list":["post-173525","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/173525"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=173525"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/173525\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=173525"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=173525"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=173525"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}