The Game Developers Conference kicks off on March 14, with Valve announcing it will be hosting a programming session called "Advanced VR Rendering Performance". In this session, Valve will talk about maintaining 90FPS in VR applications, without resorting to reprojection techniques.
The session teases: "Reliably hitting 90 fps in VR is a significant challenge. This talk will present a method for adaptively scaling fidelity to consistently maintain VR framerate without using reprojection techniques, even on very low-end GPUs, while also having the ability to increase fidelity for high-end GPUs and multi-GPU installations. Valve's Aperture Robot Repair VR experience that was shown at GDC 2015 required an NVIDIA 980 to maintain framerate, but this talk will use that same experience as an example of how we now adaptively scale fidelity to maintain 90 fps on an NVIDIA 680, a 4-year-old GPU. The end result is an engine that appears higher fidelity throughout the experience, a lower GPU min spec, increased art asset limits, and a system that allows developers to stop focusing on framerate and instead spend their time increasing the quality and performance of their renderer while consistently maintaining framerate".
Developers will walk away from the Advanced VR Rendering Performance session with "several methods for adaptively scaling fidelity to keep their VR applications in framerate without using reprojection techniques". the Advanced VR Rendering Performance session with "several methods for adaptively scaling fidelity to keep their VR applications in framerate without using reprojection techniques".
We will be at GDC 2016 next month, so tune in for our awesome coverage!