This week on ResearchVR we dig deep into the magic behind rendering for VR - where and how can we save performance in extremely demanding virtual reality. We are happy to welcome again on our podcast Dominic Eskofier, NVIDIA's Manager for Europe and beyond.

How does NVIDIA address rendering challenges for Virtual Reality

This week on ResearchVR we dig deep into the magic behind rendering of VR - where and how can we save performance in extremely demanding virtual reality. We are happy to welcome again on our podcast Dominic Eskofier, NVIDIA's Manager for Europe and beyond.

Topics

Here is a list of most prominent issues we've talked about:

differences for VR GPU pipeline
improvements in Maxwell & Pascal series of GPUs
KPIs of graphical performance for VR
Motion-to-photo latency
GPU memory importance for VR
VR Works - importance and implementation
spatial audio through optical raytracing
addressing lens distortion
asynchronous time warp
VR SLI
GP-GPU - general purpose GPU calculations
CPU vs GPU
Quadro GPUs
NVidia for 360 videos
light field displays
eyeray render
cloud computing
NVIDIAs haptics engine

Links

developers website for VR Works
VR Works website
lightfield display prototype by NVidia

How to subscribe and contact us

For more details tune in to another episode of ResearchVR! You can subscribe to our RSS Feed in the mp3 or acc format. We hope you learned something new and enjoyed listening.

Thanks to Dominic for sharing his expertise with us and our listeners. Reach our guest at:

Facebook
[email protected]

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