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VR as good as the eye can see

Discussion in 'Breaking News' started by Gadget999, Mar 23, 2018.

  1. Gadget999

    Gadget999 Active Member

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    http://www.bbc.co.uk/news/business-42963408
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  2. Ads Master

    Ads Master

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  3. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Cost between €5,000 and €10,000 (£4,350 and £8,700) and aimed at the corporate market.

    The real takeaway is the importance of foveated rendering (eye tracked high quality rendering of just what you are looking at) to increasing VR resolution, which as been known for a long time and is being worked on for consumer grade VR.
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  4. Joey

    Joey Member

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    Why isn't this done in consumer VR headsets? Or is there a program that implements it in say a oculus rift ?
    Maybe then my poor 1070ti can actually run project cars 2 in VR:thumbs
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  5. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Cost and complexity are the reasons, but both are being worked on.
  6. Joey

    Joey Member

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    What about a simple implementation without the eye tracking, like just the outside of the screens at a lower resolution? I mean how often do you really look at the corners of the screens in VR?
  7. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Oculus already uses Fixed Foveated Rendering, but its utility is limited without eye tracking.
  8. Joey

    Joey Member

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  9. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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  10. WalkerYYJ

    WalkerYYJ Member

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    We're playing with the Vive Pro Eye right now (not for foveated rendering) and the problem I see with it so far is the eye tracking is good but its not perfect...
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  11. lysa elec

    lysa elec LYSA ELEC

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    i playing with pimax 5k
    cery difficult for the seting with project cars 2
  12. Zed

    Zed VR Simming w/Index Gold Contributor

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    I don't remember who said it but what one of the industry people said that at resolutions being used at the time (IIRC 2 yrs ago) it was basically a break even situation. The overhead involved in eye tracking and foveated rendering was about the benefit you could realize. As resolution increases, the benefit starts and grows quick. Along with that, hardware support for whatever things video cards need to do to support that more efficiently might get added in. Nvidia just recently announced the 30 series to launch June into summer. No idea what support for VR will be baked into the 30 series but maybe we'll get lucky and maybe devs will implement it. That could add even more advantage to foveated rendering. Consumer VR with eye tracking and foveated rendering seems the proverbial wish in one hand kind of story. Maybe the next generation of video cards and headsets will toss us a bone.

    It's definitely the future though.
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  13. Dave Irwin

    Dave Irwin New Member Gold Contributor

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    Regarding the Fixed Foveated Rendering question and which devices it is available on, Nvidia has solutions for this at the driver level: https://developer.nvidia.com/vrworks.

    Specifically, Variable Rate Shading (https://developer.nvidia.com/vrworks/graphics/variablerateshading) and Multi-Res Shading ( https://developer.nvidia.com/vrworks/graphics/multiresshading ) implement similar solutions as Fixed Foveated Rendering.

    They've also released Single Pass Stereo: https://developer.nvidia.com/vrworks/graphics/singlepassstereo

    "Traditionally, VR applications have to draw geometry twice -- once for the left eye, and once for the right eye. Single Pass Stereo uses the new Simultaneous Multi-Projection architecture of NVIDIA Pascal-based GPUs to draw geometry only once, then simultaneously project both right-eye and left-eye views of the geometry. This allows developers to almost double the geometric complexity of VR applications, increasing the richness and detail of their virtual world."

    This may all be common knowledge, but someone might find it interesting.
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    Last edited: Apr 29, 2020
  14. gazza1101

    gazza1101 Member

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    iRacing uses SPS, this is the best looking smoothest running VR game on my PC:)
  15. Phlames

    Phlames Member

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    wow 5 to 10k thats where I stopped reading. at that price it should come with and entire haptic suit and a motion rig lol. thats crazy it does not look 10k clear. as a matter of fact pimax has a super wide fov with the new true 4k native per eye 8kx coming in at like 1300 right now I highly doubt this will be better. not to mention the pimax was said to get the eye tracking attachment that will do the same rendering tricks as they are doing with this headset and you should never see the fuzzy edges with that because where ever you look it renders full verses where the headset is pointing and just rendering the middle in full res. This could only be marketed to commercial industries that like to blow money and spend 10x what something should cost. The only upside to this that I can see is that when big companies spend that doe it funds the technology then we eventually get the good stuff at good prices. I love VR and have already spent an arm and a leg on the tech but some things I just cant justify.