Ask Slashdot: Why Don't Graphics Cards For VR Use Real-Time Motion Compensation?
dryriver writes: Graphics cards manufacturers like Nvidia and AMD have gone to great pains recently to point out that in order to experience virtual reality with a VR headset properly, you need a GPU capable of pushing at least a steady 90 FPS per eye, or a total of at least 180 FPS for both eyes, and at high resolutions to boot. This of course requires the purchase of the latest, greatest high-end GPUs made by these manufacturers, alongside the money you are already plonking down for your new VR headset, and a good, fast gaming-class PC. This raises an interesting question: virtually every LCD/LED TV manufactured in the last 5 or 6 years has a 'Real-Time Motion Compensation' feature built in. This is the not-so-new-at-all technique of taking, say, a football match broadcast live at 30 FPS or Hz, and algorithmically generating extra in-between frames in real time, thus giving you a hyper-smooth 200-400 FPS/Hz image on the TV set with no visible stutter or strobing whatsoever. This technology is not new. It is cheap enough to include in virtually every TV set at every price level (thus the hardware that performs the real-time motion compensating cannot cost more than a few dollars total). And the technique should, in theory, work just fine with the output of a GPU trying to drive a VR headset. Now suppose you have an entry level or mid-range GPU capable of pushing only 40-60 FPS in a VR application (or a measly 20-30 FPS per eye, making for a truly terrible VR experience). You could, in theory, add some cheap motion compensation circuitry to that GPU and get 100-200 FPS or more per eye. Heck, you might even be able to program a few GPU cores to run the motion compensation as a real-time GPU shader as the rest of the GPU is rendering a game or VR experience.
So my question: Why don't GPUs for VR use real-time motion compensation techniques to increase the FPS pushed into the VR headset? Would this not make far more financial sense for the average VR user than having to buy a monstrously powerful GPU to experience VR at all?
So my question: Why don't GPUs for VR use real-time motion compensation techniques to increase the FPS pushed into the VR headset? Would this not make far more financial sense for the average VR user than having to buy a monstrously powerful GPU to experience VR at all?
Look up "asynchronous time-warp". /thread
Broadcast TV with this stuff on has considerable latency. It looks at the next frame and then interpolates its way there, might work reasonably well to watch a recorded show but would be pretty horrible for real time motion from VR. Next question?
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It's not throughput that matters, it's latency. If there's more than a tiny delay between turning your head and your eyes seeing the viewport move, then many people get bad motion sickness.
No, it's correct. For a single GPU solution without Nvidia's new tech (that won't be widely used until AMD releases an equivalent) you render the frame for one eye, clear buffers, render it for the other. That means if you sent all frames rendered to a single monitor you'd get 180 FPS.
I believe something related is already being done on the Oculus and probably the Vive as well - in that each frame, after being rendered, is geometrically manipulated to approximate the changes that should be seen due to head motion since rendering began.
You can't use the same technique as used for televison, interpolating between frames, because that introduces far more lag, which I believe is the single largest contributor to nausea. After all you can't interpolate between frames until the second frame is ready, so even if interpolation were instantaneous you couldn't render frame N+0.5 until frame N+1 was finished, so you'd be inserting a minimum extra half-frame worth of additional lag in exchange for doubling the higher frame rate. Pretty sure that would be a lousy deal, especially considering the ugly artifacts such interpolation introduces.
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