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Lower CPU usage in rendering for VR


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Posted

In rendering VR, when the GPU is at least a 980ti, the CPU is the limiting factor.

 

It is possible that the reason is the large amount of geometry to send from the CPU to the GPU: One needs to render two views per frame, one for the left eye, and one for the right eye.

 

This appears to be mostly wasteful, as the geometry for both eyes is almost the same. This problem has been addressed by NVidia, see https://developer.nvidia.com/vrworks/graphics/singlepassstereo

 

I hope the devs will take a look at this technology and consider adding support for it.

 

While I understand that vendor-specific technology is frowned upon, there aren't many other ways to improve rendering performance of VR significantly.

 

An alternative would be to rewrite the rendering code to better take advantage of multi-core, but I guess this would actually be harder. It would however support all GPUs, and it would also make AMD CPUs more attractive for playing this game.

  • Upvote 2
  • 3 weeks later...
=GEMINI=Framais
Posted

I agree, VR code definitely needs a performance boost - I can't get a steady 90 fps even with a GTX1080 :(

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