Using, NVIDIA's OptiX ray tracing technology, we simulate the movement, or propagation, of sound within an environment, changing the sound in real-time based on the size, shape, and material properties of your virtual world-just as you'd experience in the real life.Product prices and availability are accurate as of the date/time indicated and are subject to change. To solve this, NVIDIA has developed VRWorks Audio, our new path traced audio technology. We expect these subtle changes in real life, so their absence in virtual environments subtracts from the realism. It’s changed by the physical environment as the waves move through walls and bounce off objects, creating echoes, reverberations, or muffled sound. However, sound in the real world reflects more than just the location of the source. Traditional VR audio provides an accurate 3D position of the sound source within a virtual environment. It also models the physical behavior of the virtual world around the user so that all interactions - whether an explosion or a hand splashing through water - behave as if in the real world.Īs well as enhancing your visual and physical experiences with PhysX for VR, we’re transforming the aural experience too, as audio can have a huge impact on presence in VR. With this technology embedded in a game, NVIDIA PhysX for VR detects when a hand controller interacts with a virtual object, and enables the game engine to provide a physically accurate visual and haptic response. To assist with challenges like this, we’ve brought our PhysX technology to VR. Great graphics and realistic-looking worlds are particularly important for achieving this feeling of presence, and so to help developers add the required level of detail we've created the aforementioned Simultaneous Multi-Projection technologies.īut unlike a traditional game played on a monitor, Virtual Reality games allow players to reach and touch objects and surfaces, which adds a considerable amount of complexity for developers. The key to an immersive Virtual Reality experience is the feeling of being present in the game. To learn more about the VRWorks aspects of Simultaneous Multi-Projection, and how they improve VR experiences, check out our VRWorks article. 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. The second technique is Single Pass Stereo, which increases geometry performance by allowing the headset’s left and right display to share a single geometry pass. This avoids rendering many pixels that would otherwise be discarded before the image is output to the VR headset. The first is Lens Matched Shading, which improves pixel shading performance by rendering more natively to the unique dimensions of VR display output. Simultaneous Multi-Projection also benefits Virtual Reality users through the creation of two new performance-enhancing and image quality-improving techniques. By creating multiple view ports of the game world you’re playing in, we can project accurate views of the world onto each monitor, improving the view of the world and the level of immersion. With Perspective Surround, enabled by Simultaneous Multi-Projection, GeForce GTX delivers a proper view of the world. But because games can’t account for this perspective shift, the in-game scene is rendered incorrectly, and the image is rendered incorrectly. In a 3-monitor Surround configuration, gamers typically angle the left and right monitors towards them, so that they can see more in their peripheral vision and fit the monitors on their desk. With Simultaneous Multi-Projection we can improve your experience on these new displays, and in Virtual Reality improve performance too. Thankfully technology has advanced, and we can now play with three monitors in NVIDIA Surround, on curved monitors, and even in Virtual Reality. For decades PC gamers enthusiastically enjoyed their games on flat 4:3, 16:9 and 16:10 monitors.
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