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chiliwili69
Posted

Yeah, this was commented in the past. VR is very much CPU intensive. And new VR headsets (with more resolution) will need less CPU bottleneck since there will be extra load on GPU.

 

We run a poll last year to know what GPU we have:

https://forum.il2sturmovik.com/topic/37847-what-gpu/

 

70% of them were NVIDIA Pascal based, I think this is a significant (and growing) number to think develop further the VR performance for the specific NVIDIA brand.

At least, Jason could ask deve team to take a look of this and quantify the effort.

 

  • Like 1
Posted (edited)

It'll be a game-changer for ever-higher headset resolutions and FOV. :)

 

Edited by Uffz-Prien
Posted

I put my hand up for this.  Would be great.  I could either bump up the render res or the detail on my 8K for more Il2 Glory.

 

Even ridding Il2 of the Parallel Projections Compatibility requirement would help by saving 30% of the render resources.

SCG_Fenris_Wolf
Posted

I'd welcome this as well.

C6_lefuneste
Posted

Not sure that the 3dmigoto zoom mod will still be possible with this kind of technology, as this feature is based on eye discrimination.

Posted
1 hour ago, lefuneste said:

Not sure that the 3dmigoto zoom mod will still be possible with this kind of technology, as this feature is based on eye discrimination.

 

Ok then let's quickly delete this thread very quickly!!

  • Haha 5
ECV56_Lubermatz
Posted

 

4 hours ago, HunDread said:

Ok then let's quickly delete this thread very quickly!!

 

Yes, or devs can implement a built in spot aid mechanism for VR user too.... ?.

An improvement over lag and stutter on MP is enough for me anyway.....

Posted
On 4/7/2019 at 8:54 AM, Dutch2 said:

 

No, only the mid range and low budget like the GTX1060 can not handle SLI, but these low/mid Vcards are not usable for BoX-VR. Keep also in your mind SLI is for VR, complete different  and still not supported by BoX 

https://developer.nvidia.com/vrworks/graphics/vrsli

 

Same as you can read here: 

https://developer.nvidia.com/vrworks

 

Here they claim 50% improvement using multi res shading. 

copy: NVIDIA Multi-res Shading is an innovative rendering technique for VR in which each part of an image is rendered at a resolution that better matches the final image a user sees on the headset. The technology is integrated and available today to developers in Unreal Engine with performance gains of up to 50 percent. That enables developers to put more visual quality into their VR games and experiences

 

OK maybe the engineers at 1C do not have that much time to spent on VR, but I still think it is worth to keep attention on a better VR performance.  

 

Check Nvidia VRworks in the included link posted, so much 1C could implementate free from Nvidia to increase VR performance. 

 

  • Upvote 1

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