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September 17, 2014

Nvidia & AMD Driver Optimisations For Rift Users

I've created threads in the Nvidia & AMD driver forums politely requesting their devs to look into driver optimisations specific to Rift users:

https://forums.geforce.com/default/topic/775698/geforce-drivers/driver-optimisation-for-oculus-rift-planned-/
http://forums.amd.com/game/messageview.cfm?catid=454&threadid=177973&enterthread=y

Please feel free to jump over to either/both threads and add your support to the cause, they'll do it if there's enough demand from us users :)

They highlight three areas where I can see large performance and usability improvements can be gained:

  • Duplicate data being rendered for both halves (left & right eyes) of the display

  • Detail levels outside of the eyes' visible area (see linked example image below, from VorpX)

  • SLI/CrossFire tweaks to reduce latency


http://abload.de/img/vorpxdbji1.jpg

Please discuss :)

    2 replies

    Participant
    September 18, 2014
    There's probably not a great deal more (if anything) they can do to reduce SLI/CrossFire latency - that will already have been undertaken for non-rift users as minimal latency is essential for all gamers.
    Up and Coming
    September 18, 2014
    You might be interested in Nvidia's Maxwell launch slides. One of them is entitled "VR DIRECT" and summarizes VR specific optimizations:

    * Low Latency
    * VR SLI
    * VR DSR
    * MSAA
    * Auto Asynchronous [Time]Warp
    * Auto Stereo

    I assume AMD will respond soon.