Support NVidia VRWorks features that provide improved performance in VR

Please investigate utilizing Nvidia VRWorks. VRWorks is a suite of APIs that offer ways for developers to improve the VR experience by supporting NVidia GPU-specific features via the NvIdia VRWorks SDK. This would enable improved VR performance via technologies like SPS/MVR and VRS . A bit more infomation on those below.

Single Pass Stereo / Multi-View Rendering (SPS/MVR) boosts performance by making it possible to draw the geometry only once while projecting it for multiple views (typically once for each eye). Here’s a good article detailing the performance implications in a racing sim that has implemented it: The Sim Side: NVIDIA SPS VR Performance in iRacing – Part II – BabelTechReviews

Variable Rate Shading (VRS) (VRS) and other similar features like Lens-Matched Shading (LMS) and Multi-Resolution Shading (MRS). VRSS also falls under this category. For most current headsets these techniques mainly exist to reduce the amount of pixels rendered for the headset view in the areas where the headset lenses can’t show as much detail as in the sharpest central area. Nvidia developer blog article providing more detail: https://developer.nvidia.com/blog/turing-variable-rate-shading-vrworks/

There have been a few wishlist threads suggesting something vaguely along these lines but I would like to specifically suggest implementing Nvidia VRWorks features since it is more of an actionable thing compared to just referring to advanced features or foveated rendering in general.

…and provide motion vectors so MR can work properly.

I must vote for this! So much VR “goodness” missed out on.

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Single-pass rendering should greatly improve perfomance. But, for reducing shading work on the borders, it will probably be good on game play, but bad on video capture. That is, it should be optional.