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Tony Tamasi, November 9th, 2015
VR BASE CAMP
SCALING THE NEXT MAJOR PLATFORM
2
Gaming
Entertainment
Design
News
Real Estate Art
VR CAN
TOUCH OUR LIVES
IN MANY WAYS
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
VR REQUIRES ULTRA-LOW LATENCY
Head movement to display in ≤ 20 ms
5
6
HELPING THE
ECOSYSTEM BUILD
AMAZING VR
Platforms
& Stores
Headsets
Engines
Input &
Tracking
App
Developers
Capture &
Streaming
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
MULTI-RESOLUTION SHADING
Standard 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
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
11DEMO: UE4 Reflections Subway
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
+
COMING SOON
14
THE VR READY PC
4 TeraFLOPS
224 GB / sec
GameWorks VR
GEFORCE GTX 970
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
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
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
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
THANK YOU
Developer.nvidia.com/VR

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VR Base Camp: Scaling the Next Major Platform

Notes de l'éditeur

  1. We talk a lot about VR in the context of gaming and traditional pro/design apps. VR is the next app and computing platform. The next smartphone. Opportunity well beyond gaming and traditional pro markets
  2. Virtual reality is extremely demanding with respect to rendering performance. Both the Oculus Rift and HTC Vive headsets require 90 Hz, a very high framerate compared to gaming on a screen. We also need to hit this framerate while maintaining low latency between head motion and display updates. Mike Abrash at Oculus has done some research on this, and his results show that the motion-to-photons latency should be at most 20 milliseconds to ensure that the experience is comfortable for players. The problem is that we have a long pipeline, where input has to first be processed and a new frame submitted from the CPU, then the image has to be rendered by the GPU, and finally scanned out to the display. Each of these steps adds latency. Traditional real-time rendering pipelines have not been optimized to minimize latency, so this goal requires us to change how we think about rendering to some extent.
  3. Headsets Low Latency, High resolution, Fast FPS; from GeForce driving Oculus and HTC to GameFace Labs – building mobile headset using Tegra K1 Platforms / Stores Plug and play compatibility App Developers Fast FPS / Rich Graphics Engines Fast FPS / Rich Graphics – working with UE4 to integrate GameWorks VR Input & Tracking Low Latency, Computer Vision, Deep Learning – using NVIDIA GPUs to do Deep Learning to train Content Capture & Streaming Encoding, Stitching, Streaming – using NVIDIA CUDA to accelerate video stitching, and Direct to Video for fast transcode
  4. NVIDIA has created a VR SDKs for headset and HMD developers that improves performance, reduces latency, improves compatibility, enables immersive environments, and accelerates 360 video broadcast.
  5. Multi-res doubles TAM in 2016 Pulls in the installed base by 1 year
  6. And speaking of Summiting Everest – let me leave you with a small teaser. This isn’t a photograph, but rather a first look screenshot from a VR experience from Icelandic VR developer, Solfar, which we will be integrating GameWorks VR with. Stay tuned for an announcement and more details from Solfar tomorrow! We are excited to be working with Icelandic based Solfar to bring -- stay tuned for an exciting announcement from Solfar on Tuesday.