NVIDIA Multi-Res Shading: features and compatibility

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NVIDIA Multi-Res Shading: features and compatibility

Compatibility, features, MultiRes, NVIDIA, Shading


Although it may seem like a new technology like this, in reality it is not. More streams, also known as the MRS, was first used in the construction of Maxwell, from which much rain has occurred, but NVIDIA He wanted to get closer to the AMD front by giving the reality a better performance and image representation on screen.

And is that unlike the normal gaming world, virtual reality requires two gaming or content screens, one for each eye, where you also have to install an opic that allows us to focus on them because of the small distance that separates our body from the eyes of those screens.

Multi-Res Shading or MRS: NVIDIA promotes independent distribution as well

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The curvature of lenses in virtual reality glasses has the distinctiveness of defining images, distorting them, so it is necessary to correct this effect from a functional graphics card pipe.

Of course, the images were not presented on the plane as such, as they are complicated by their feature, but are designed to be adapted to the lens produced by them.

This is the result of NVIDIA's postponement of the «Warp«, And what you get is distorting the image before sending it to glass.

This distortion compensates for the lens, so that the user can see more image as seen on a regular track, i.e., fix the problem and familiarize the user.

Various areas of work to compensate for apostasy

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Logically, depending on where the user is looking and moving forward in the game, this is how MRS will work, but it will always have a series of standard deviation parameters. Thus, the center of the image remains intact, but the edges are compressed and the corners disappear completely, as Multi-Res Shading shakes the image.

Thus, the result is that its only center is the same, while the edges are rolled, round and deformed to fit the image on the lens and that when represented on the screen it remains the same, on the plane and with a rectangular look.

Logically, if the image is to be reproduced as if using photoshop, it is pointless to render the pixels that will not be displayed in the last image, because we would lose the functionality in an undeniable way. What NVIDIA is doing to reduce this effect is to split the original image into windows with several images, that is, divide the image into 9 sections of the same size 1/2 and 1/4, so that the image is left rectangular in 3-dimensional or vertical frames, also called 3 × 3.

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What they are doing is reducing the edges and eventually discarding those that cannot be used. By adding a few pixels it can work with fast rendering and then doing some work. This is a taste for developers, who can install the system all that is needed to make the process better.

In addition, from Maxwell as a architecture, NVIDIA is able to transfer several graphics windows to Hardware, while only delivering a geometric pipeline through the GPU once per eye. This causes performance to increase to 40% and that this value is further reduced when the software allows to coordinate adjacent pixels.

Hardware compliance software

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Currently, MRS is compatible with graffiti cards from the 900 and M5000 series of NVIDIA GeForce and Quadro or higher, this includes the current Maxwell, Pascal and Turing properties.

As for the software, the APIs are supported DX11, DX12 OpenGL, while the engines involved include them Unreal Engine and Unity. It is expected that the list will grow as the RV catches on the market, prices fall and become more attractive to developers and video game companies.

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