2015 has been a Great Year for NVIDIA in terms of graphics business and introducing new technologies. It’s almost 2016 which is considered to be a revolutionary year for PC Gaming. It’s been called the year of VR and DirectX® 12 Gaming. The general manager of NVIDIA’s Shield, Gaming and VR Business, Jason Paul while talking to Venture Beat yesterday revealed some very important and interesting points about VR Gaming and role of NVIDIA GameWorks VR in it.
Jason Paul Talks About NVIDIA GameWorks VR And How It Will Affect PC Gaming Market
According to Jason Paul, at the moment there are almost around 13 Million PC’s available in that are capable of running VR smoothly. These PC consist of high-end graphics cards from both AMD and NIVIDA such as R9 290s and GTX 970s. It’s a great number right but when we look the owners of PlayStation 4 which is somewhat around 30 Millions and all console are capable of PlayStaion VR headset. The difference is quite huge, twice as PC. But then again PlayStation 4 is a VR capable console though it can’t get any near the PC in terms of visuals and graphics. Well offcourse the VR experience of PC gamers will be much greater with greater image quality and details but the PlayStation 4 will allow VR experience at lower costs.
He continued saying NVIDIA is really working hard with the VR, they are taking every measure to optimize VR for their graphics cards. Well of course, everyone is aware of the fact that it will require a lot of graphics power to run VR games on PC. But again PC today are powerful enough to run games at desired resolutions and settings with targeted framerates. The Nvidia GTX 950 is a cable 1080P Gaming graphics card. But in case of VR it will not work because the minimum requirement for an immense VR experience is 2K. Yeah right a screen that has a resolution of 1440P which can render close to 1620P 3K Resolution which is the recommended resolution for VR. And not to forget a stable flow of 90 FPS because any minor drop of 2-3 FPS can really affect VR experience. Taking all the things into consideration that is a huge leap from traditional 1080P gaming where now games will not only render at high resolution but also need high FPS to render screens really fast.
He also revealed that at the moment, NVIDIA is working on VR with almost 600 companies and the number will increase in the future, which shows that NVIDIA is really working hard with this VR thing and in the near future we will see great improvements. He told till this point and then shifted towards Gaming adding that at the moment, every company is working on VR for Gamers and we have the same target. NVIDIA’s Maxwells GPUs currently own a big share in graphics card market and GTX 970 is one of the most successful and best-selling cards and it fully supports VR Gaming and DirectX® 12, even if we move towards GTX 980Ti, which is currently the flagship of NVIDIA also have a very strong customer base. But Maxwell ain’t the stop for NVIDIA we are almost in 2016 and in upcoming days is coming one of the biggest event of the year the CES2016. Where we’ll get to know more about VR Gaming and its improvement, also NVIDIA will also be powering the VR demos that will be showcased at CES2016. Also, we might get to see NVIDIA’s next generation Pascal GPUs.
The main points of this conversation were:
Jason Paul @ NVIDIA: Nvidia is doing three core things to solve this problem. First, we’re building fast GPUs, and we’re building them specifically architected for VR. Our Maxwell architecture has specific capabilities and features that make it very fast for VR. We have some technology that increases performance by up to 50 percent for VR applications.
Software-wise we’re making sure the out-of-box experience for customers is perfect. We want the first VR experience everyone gets when the headsets come out to be a good one – no stutter, no lag. Our GeForce Experience software and our Game Ready drivers are core to making sure that experience is delivered.
We’re working with all of the VR ecosystem through an SDK we call Gameworks VR on the consumer side and Designworks VR on the professional side. That helps headset manufacturers get lower latency and plug-and-play compatibility, and it helps developers get better performance out of their apps. –VentureBeat
You can read the full conversation between Jason Paul and VentureBeat here.
NVIDIA GameWorks VR Features
NVIDIA Multi-Res Shading (MRS) – An innovative new rendering technique for VR. With NVIDIA MRS, each part of an image is rendered at a resolution that better matches the pixel density of the final displayed VR image. This technology uses the multi-projection architecture of the GeForce GTX 980 Ti GPU to render multiple viewports in a single pass. The result: substantial performance improvements for VR games.
VR SLI – Provides increased performance for VR apps. Multiple GPUs can be assigned a specific eye to dramatically accelerate stereo rendering. With the GPU affinity application programming interface, VR SLI allows scaling for PCs with two or more GPUs.
Context Priority – Enables control over GPU scheduling to support advanced VR features such as asynchronous time warp. This cuts latency and quickly adjusts images as gamers move their heads, without the need to re-render a new frame.
Direct Mode – Delivers plug-and-play compatibility for VR headsets. With Direct Mode, the NVIDIA graphics driver recognizes the headset as a VR display rather than a standard desktop monitor, providing a more seamless user experience.
Front Buffer Rendering – Lets the GPU to render directly to the front buffer to reduce latency.
That’s all for now, we’ll update you as soon as we get more info about the VR, and not to forget CES2016 is going to take place in upcoming days so keep an eye on our Blog.