Virtual Reality Processing Requirements
Virtual reality is quite complex when it comes down to the amount of data streams. Inputs from the headset and external sensors are used to help process graphics that are then rendered and displayed to the user. I am glad I am not working with what I assume are crazy latency requirements for sensor data versus predetermined graphics content, and vendors have no doubt incorporated a lot of prediction algorithms when it comes to what a users' next action might be.
Right now, there is a resource not being fully exploited in modern enthusiast VR machines; the iGP. Most of Intel's latest CPUs have an integrated GPU, which is many times disabled when users install their discrete GPU. Offloading some of that processing from the discrete GPU to the integrated GPU has been a dream of software developers for years. You might recall some software such as Lucid Logic Virtu MVP, AMD's Hybrid CrossFireX, and even DX12's multi-adapter technology.
Intel also has something in mind; offloading reprojection to the integrated GPU. An Interleaved Time Warp (reprojection) helps keep what the user sees current with their current head position. Intel hopes to offload reprojection to the iGP, allowing the discrete GPU to continue rendering frames.
Intel did have a technical session on next generation integrated graphics capabilities, and there does seem to be a lot better support for media. HEVC 10-bit decode and encode will be supported using hardware acceleration. VP9 and better 4K support are also on the list of improvements.
The 10-bit promises better color depth and range, and we should see a big jump on integrated graphics quality with improved Chroma subsampling. High Dynamic Range (HDR) and a wider color gamut should also help produce better images. I do have a lot more to say about Intel's upcoming microarchitecture, but I will save that for a later date.
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