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Thread: Nvidia GameWorks VR uses multi-resolution shading technology

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    Nvidia GameWorks VR uses multi-resolution shading technology

    So your graphics card doesn't work harder than it has to, in rendering VR scenes.
    Read more.

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    Re: Nvidia GameWorks VR uses multi-resolution shading technology

    GameWorks VR technologies such as MRS work on Maxwell GPU graphics cards using Maxwell multi-projection
    Really not liking this move to cut off support of the previous gen so fast lately.......
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    Re: Nvidia GameWorks VR uses multi-resolution shading technology

    Could any of the previous gen even output 2160×1200 at 90Hz?

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    Re: Nvidia GameWorks VR uses multi-resolution shading technology

    Nvidia's entire VR program is a technological laughing stock - so instead of spending resources to improve it they instead take the easy option of bringing down the competition (and their previous gen cards) instead.

    This is what this company is all about. If you haven't figured it out by now you never will.

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    Re: Nvidia GameWorks VR uses multi-resolution shading technology

    Quote Originally Posted by Jimbo75 View Post
    Nvidia's entire VR program is a technological laughing stock - so instead of spending resources to improve it they instead take the easy option of bringing down the competition (and their previous gen cards) instead.

    This is what this company is all about. If you haven't figured it out by now you never will.
    Care to provide evidence? As someone who is pure nVidia in his main rig and upgrades every 2-3 generations, this is the first time I have come across it and I have now seen it 3 times WRT Kepler > Maxwell. It seems like a VERY recent development.
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    Re: Nvidia GameWorks VR uses multi-resolution shading technology

    They are doing it within Maxwell (970 4GB fiasco) and you can bet that their next gen will happily throw Maxwell out the window as well.

    Previous gen cards suffer due to a continuing emphasis on over-tessellation since the 480 and onwards.

    They are also quite content to throw their own current-gen performance under the bus when it hurts the competition more.

    http://techreport.com/review/21404/c...a-good-thing/6

    Unnecessary geometric detail slows down all GPUs, of course, but it just so happens to have a much larger effect on DX11-capable AMD Radeons than it does on DX11-capable Nvidia GeForces.
    That was 2011 back when tessellation suddenly became the new big thing (thanks to Nvidia's marketing bucks).

    Nvidia is so horribly far behind in VR that they will simply use the extra money they make from people buying their overpriced cards into bribing games devs and the tech press instead. That is how this company works - they have absolutely no problems getting dirty and holding back real technological progress so long as they stay ahead.
    Last edited by Jimbo75; 01-06-2015 at 03:11 PM.

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    Re: Nvidia GameWorks VR uses multi-resolution shading technology

    Quote Originally Posted by Jimbo75 View Post
    Nvidia's entire VR program is a technological laughing stock - so instead of spending resources to improve it they instead take the easy option of bringing down the competition (and their previous gen cards) instead.

    This is what this company is all about. If you haven't figured it out by now you never will.
    And u think why they get "high" FPS in Web Benchmarks? They do this since 6xx/7xx cards.
    No New Tech, just optimisations - the cost? Quality.
    nV has all pipes set to 24bits (cuz' the LCD barelly hits 32 true bits)
    HDR Lightning: Radeon 128bits / nMilk 24bits
    Etc. Im waiting for Polaris now
    Still on Great GCN GPU.
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