NVIDIA presents VRWorks integration into Unity, Multi Resolution Shading, Lens Matched Shading, Single Pass Stereo rendering and VR SLI.
Bojan Skaljak – NVIDIA
4 Comments on "Unite 2016 – Accelerating Your Applications with NVIDIA VRWorks"
Shadow Warrior 2 is using Multi Resolution Shading. It seems it's quite ok for fps boost.
I hope it's not Nvidia exclusive technology.. is it? Sounds like it is..It's like Nvidia Flex. Would love to make a game based on it, but it's Nvidia only.. If they would find a way to cooperate with AMD on those technologies, maybe everyone would actually win. I know it's a naive view, but.. it also makes sense for developers to more widely adopt a technology and make it matter when it is widely supported.
Most of VR tech is currently propertiary, unfortunately.
Would be nice if Ansel could capture 360 panoramas in HDR so we can use it to create environment maps.If you wanted to get really fancy you could capture the g-buffer as well, and market a tool that lets you place new objects into captured environments. Gamers would like that.
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