MRS and LMS allowed developers to split the rendering surface up into subregions and match the sampling rate to the lens in each region, rather than overshading everywhere to meet the maximum local sampling needs. Hardware: Compatible with: VR Ready Turing based GPUs. Software: Compatible with ...
Variable Rate Super Sampling (VRSS) is a new technique to improve image quality in VR games. It uses NVIDIA Variable Rate Shading (VRS), a key feature in NVIDIA’s Turing architecture, to dynamically apply up to 8x supersampling to the center of the VR...
Rather than shading a section of the screen at a fraction of the normal rate (100%/1:1), as is normally done with VRS, VRSS can shade that section at a rate over 100%. This technique, in turn, is being deployed for use in VR headsets as a means to offer...
For the interior viewpoint shown above, using eight samples per pixel over the entire screen results in a frame-rate of 28 frames per second, which is not high enough for a good VR experience. Enabling foveated rendering almost doubles this performance. With 53 frames per second the VR exper...
Variable frame rate video comes from many places these days: phones, live streamed video recordings. Adobe Premiere is a supposedly production level piece of software that cost a good chunk of change. How is it 2012 and Adobe does not still have an answer to this prob...
Even though the average source bitrate is sometimes greatly reduced with variable rate coding, the parameters that are produced will still need to be transmitted with extra packetization overhead. This overhead is not related to the size of the payload to be transmitted. Hence, VR codecs (varia...
Variable frame rate video comes from many places these days: phones, live streamed video recordings. Adobe Premiere is a supposedly production level piece of software that cost a good chunk of change. How is it 2012 and Adobe does not still have an answer to this problem? ...