NVIDIA updates its supersampling are variable speed (VRSS), adding support for headsets and the tracking view, which allows the rendered application to improve performance by improving the quality in the place where the user’s gaze, and reduce it in others.
Nvidia today announced the latest version of VRSS, promising the implementation of a rendering engine which works with any GPU RTX series, the company and any application supporting DirectX 11, direct rendering and MSAA.
The first version of the VRSS offered only static foveal rendering, which increases the effective resolution in the center of the image (where the lens is sharpest), while reducing the quality of the outside Central region, concentrating the power of the GPU where it matters most. Region rendering can be increased up to 8x.
VRSS 2 adds support for dynamic foveal rendering, which allows the system to move overdistension region where the eye looks. Although the sharpness of the lens decreases, when the user looks away from the center of the lens, the supersampling are outside of the center of the lens can still have benefits for the perception.
Of course, this only works for headsets equipped with eye tracking, which is not common today in the consumer VR headsets, but it is expected that in the future it will become more common.
Nvidia States that the dynamic rendering VRSS 2 will support a new headset, the HP Reverb G2 Omnicept Edition. In the future, we hope to see added support for headsets HTC Vive Pro Eye and Varjo, both of which include equipment for tracking sight.
VRSS 2 is supported by the driver version of GeForce R465, which became available on March 30. Users must enable VRSS through the Nvidia control panel (Manage 3D settings> Global settings> Virtual reality — supersampling are variable speed> Adaptive).
Although the headset tracking glance, appears to require the integration of each typeface to support dynamic rendering VRSS 2, Nvidia claims that the apps are not in any way modify to get the benefits of VRSS 2, provided that they support DirectX 11, direct rendering and MSAA. This is good because it means that developers do not have to rely on any specific technology for Nvidia GPUs, to take advantage of VRSS 2.
Developers with compatible titles you only need to apply for consideration to Nvidia. If the application uses VRSS 2, Nvidia will introduce the app to the white list to use VRSS 2 in a future driver update.
Nvidia today also published a new list of all games that currently support VRSS:
|Games that support NVIDIA VRSS — April 12, 2021|
|Budget Cuts 2: Mission Insolvency||Rick & Morty: Virtual Rick-ality|
|Doctor Who: The Edge of Time||Robo Recall|
|Eternity Warriors VR||Sairento VR|
|Hot Dogs, Horeshoes, & Hand Grenades||Serious Sam VR: The Last Hope|
|In Death||Skeet: VR Target Shooting|
|Job Simulator||Sniper Elite VR|
|Killing Floor: Incursion||Space Pirate Trainer|
|L. A. Noire VR||Special Force VR: Infinity War|
|Lone Echo||Spiderman Far From Home|
|Medal of Honor: Above and Beyond||Spiderman Homecoming VR|
|Mercenary 2: Silicon Rising||Talos Principle VR|
|Onward VR||The Soulkeeper VR|
|Pavlov VR||The Walking Dead: Saints & Sinners|