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Nvidia: For VR to Take Off, It Needs Faster Rendering

"Foveated rendering" and eye-tracking technology reduce virtual reality's demands on GPUs.

 & Tom Brant Managing Editor

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While Nvidia CEO Jen-Hsun Huang was busy brainstorming a surprise way to introduce the latest Titan X GPU, his research team was hard at work reducing the processing demands that future virtual reality games will impose on it.

The researchers concentrated on "foveated rendering," a graphics technique that has been around for more than a decade, but holds new promise for VR apps. By reducing the detail of images at the edges of a user's field of view, they can create smoother VR experiences with less processing power.

At its most basic, foveated rendering is a simple two-step process, despite its lofty name. The sides of an image are first blurred to reduce the amount of rendering power required to display them. Then, their contrast is increased to help them blend in with the rest of the fully rendered image.

If it's done right, your eyes will hardly tell the difference. If it's done wrong, you'll experience a bad case of tunnel vision. The goal, explains Nvidia graphics research director Aaron Lefohn, is to concentrate the foveation on "pixels they can't see because they're in people's peripheral vision."

"If you get this right, you can do all kinds of things," he said. Getting it right in VR, though, requires extremely accurate eye tracking, something that itself requires lots of processing power and very low latency. Lefohn's team enlisted SensoMotoric Instruments to develop the eye-tracking algorithms and prototypes of infrared sensors that surround the edges of a the lens in VR glasses.

Like VR in general, it's still early days for Nvidia's foveated rendering. It works in the lab, but device manufacturers like Oculus and HTC will have to incorporate it into their hardware, and developers will have to support it in their games and apps.

Still, Lefohn is drawn to what he sees as foveated rendering's universality, in that it harnesses the immense power of virtual reality itself.

"It's applicable to any VR experience that's eye-tracked," he said. That could include anything from quicker display calibration to enhancing the movement of a player's avatar.

About Our Expert

Tom Brant

Tom Brant

Managing Editor

I’m a managing editor at PCMag.com focused on PC hardware. Reading this during the day? Then you've caught me testing gear and editing reviews of Wi-Fi routers, printers, laptops, and tons of other personal tech. (Reading this at night? Then I’m probably dreaming about all those cool products.) I’ve covered the consumer tech world as an editor, reporter, and analyst since 2015.

I've covered most major consumer tech events, including CES, Computex, Google I/O, and IFA. I've also appeared on CBS News, in USA Today, and at many other outlets to offer analysis on breaking technology news.

Before I joined the tech-journalism ranks, I wrote on topics as diverse as Borneo's rainforests, Middle Eastern airlines, and Big Data's role in presidential elections. A graduate of Middlebury College, I also have a master's degree in journalism and French Studies from New York University.

The Technology I Use

While most people buy a phone or laptop and stick with it for years, I’m lucky enough to use devices based on Android, iOS, macOS, and Windows daily as part of my job. As a result, I cycle through lots of tech in addition to my IT-issue work laptop. (Yes, that's a ThinkPad.) Personally, I’ve also owned a lot of tech products both cutting-edge and cringeworthy, from the Nintendo GameCube and the original MacBook to the Palm m105 and the CueCat.

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