09-19-2014 08:20 AM
Lastly, NVIDIA’s fourth and final latency optimization for VR Direct is VR SLI. And this feature is simple enough: rather than using alternate frame rendering (AFR) to render both eyes at once on one GPU, split up the workload such that each GPU is working on each eye simultaneously. AFR, though highly compatible with traditional monoscopic rendering, introduces additional latency that would be undesirable for VR. By rendering each eye separately on each GPU, NVIDIA is able to apply the performance benefits of SLI to VR without creating additional latency. Given the very high performance and low latencies required for VR, it’s currently expected that most high-end games supporting VR headsets will need SLI to achieve their necessary performance, so being able to use SLI without a latency penalty will be an important part of making VR gaming commercially viable.
09-19-2014 08:32 AM
while there isn’t the obvious jump in performance that some people expect with new architecture, Maxwell opens up access to new tech that comes along with the 980’s development, like DSR and MFAA. (Both of which I haven’t been able to test yet, as they’re not part of the 344.07 driver; however, from what I’ve seen in demos, those two types of tech do seem to help increase visual fidelity.) So that could bump up how much of an edge the 980 has over the 780 Ti.
10-13-2014 04:29 PM
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