Any update on when/if the coders will start including the use of this feature in the pCars code? It should dramatically increase the lack of fidelity the HTC users are seeing in project cars. (It will enable the rift users to max settings as well.) Nvidia is marketing this a 200 % performance increase for VR.
We’ve taken the new Simultaneous Multi-Projection architecture of NVIDIA Pascal-based GPUs to create two major new techniques for tackling the unique performance challenges VR creates: Lens Matched Shading and Single Pass Stereo.
Lens Matched Shading improves pixel shading performance by rendering more natively to the unique dimensions of VR display output. This avoids rendering many pixels that would otherwise be discarded before the image is output to the VR headset.
Single Pass Stereo turbocharges geometry performance by allowing the head-mounted display’s left and right displays to share a single geometry pass. We’re effectively halving the workload of traditional VR rendering, which requires the GPU to draw geometry twice — once for the left eye and once for the right eye.
Both techniques allow developers to increase performance and visual detail of their VR applications. Combined with the performance of GTX 1080 GPUs, Simultaneous Multi-Projection delivers a dramatic 2x VR performance improvement over the GeForce GTX TITAN X.*
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https://blogs.nvidia.com/blog/2016/05/06/pascal-vrworks/