Unreal Engine and Unity To Get NVIDIA's New VR Rendering Tech (roadtovr.com)
An anonymous reader writes: NVIDIA has announced that Unreal Engine and Unity will see integrations of its new Simultaneous Multi-projection (SMP) rendering tech, which the company says can yield "a 3x VR graphics performance improvement over previous generation GPUs." NVIDIA recently introduced the technology as a unique feature of its latest series of GPUs built on the 'Pascal' architecture. According to the company, Simultaneous Multi-projection allows up to 16 views to be rendered from a single point with just one geometry pass, whereas older cards would need to add an additional pass for each additional view. This is especially beneficial for VR rendering which inherently must render two views for each frame (one for each eye). With Simultaneous Multi-projection built into Unreal Engine and Unity, game creators will have much easier access to its performance benefits. SMP is supported by all of NVIDIA's 10-series GPUs, including the recently announced GTX 1060.
When I first saw unreal engine, I thought this was going to be a science story about a new reality distortion machine that created a mass hallucination about a certain recent FBI ruling. Sadly, this turned out not to be the case.
"Liberalism is a very noble idea, currently controlled by some very bad people. Be sure you do not get the two confused.
Is this actually a hardware innovation, or are they just releasing it in the drivers for the latest cards? Hmmm...
How is that not ray tracing?
If video games influenced behavior the Pac Man generation would be eating pills and running away from their problems.
When Nvidia talked on stage about SMP, it sounded more like a proprietary gimmick akin to G-sync (when Freesync is the open implementation that seems to be catching on with more vendors). Now, though, it appears to be useful enough for direct integration into engines themselves. I wonder if this and the GTX 1060 could effectively kill AMDs claim-to-inespensive-VR-fame. It will be interesting to see if AMD can come up with an answer to SMP if it really takes off. Sadly, AMD seems to be lagging this year with just the Polaris 10 and 11.
So team green finally implemented multi-engine support and are using a foviated rendering scheme with the primary (full resolution) view rendered via the primary engine and peripheral views farmed out to the weaker secondary engines? Congratulations, you've joined the modern console era.
I thought you could do this with Geometry Shaders and RTAs since DX10?