Hello everyone,
I just want to know why 3D vision performance is not as the same as VR when upgrading to new architecture, when we compare Kepler vs Maxwell vs Pascal there is a ~2x VR performance between each next architechture so I was wondering why it's not the same thing with 3D vision it's the same rendering* after all (stereo; rendering per eye)
*i'm not really sure about that
Thanks!
[url]http://www.roadtovr.com/wp-content/uploads/2016/05/Nvidia-Pascal-GTX1080-v-Maxwell-performance.png[/url]
I just want to know why 3D vision performance is not as the same as VR when upgrading to new architecture, when we compare Kepler vs Maxwell vs Pascal there is a ~2x VR performance between each next architechture so I was wondering why it's not the same thing with 3D vision it's the same rendering* after all (stereo; rendering per eye)
[quote="SApro"]Hello everyone,
I just want to know why 3D vision performance is not as the same as VR when upgrading to new architecture, when we compare Kepler vs Maxwell vs Pascal there is a ~2x VR performance between each next architechture so I was wondering why it's not the same thing with 3D vision it's the same rendering* after all (stereo; rendering per eye)
*i'm not really sure about that
Thanks!
[url]http://www.roadtovr.com/wp-content/uploads/2016/05/Nvidia-Pascal-GTX1080-v-Maxwell-performance.png[/url][/quote]
VR uses different techniques to render as opposed to 3D Vision.
3D Vision will always render the same 2 TIMES, FULL frames, NO PIXEL DISCARD.
VR will discard a lots of pixels in some areas:
https://blogs.nvidia.com/blog/2016/07/21/rendering-foveated-vr/
https://developer.nvidia.com/vrworks/graphics/lensmatchedshading
etc.
If you would render the same thing as 3D Vision does in VR, you would see the exact same results, on the same hardware and performance degradation.
VR needs to run at 90FPS otherwise it "kills" you!
3D Vision can run PERFECTLY fine at 30FPS without "killing" you!
:)
I just want to know why 3D vision performance is not as the same as VR when upgrading to new architecture, when we compare Kepler vs Maxwell vs Pascal there is a ~2x VR performance between each next architechture so I was wondering why it's not the same thing with 3D vision it's the same rendering* after all (stereo; rendering per eye)
If you would render the same thing as 3D Vision does in VR, you would see the exact same results, on the same hardware and performance degradation.
VR needs to run at 90FPS otherwise it "kills" you!
3D Vision can run PERFECTLY fine at 30FPS without "killing" you!
:)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
I just want to know why 3D vision performance is not as the same as VR when upgrading to new architecture, when we compare Kepler vs Maxwell vs Pascal there is a ~2x VR performance between each next architechture so I was wondering why it's not the same thing with 3D vision it's the same rendering* after all (stereo; rendering per eye)
*i'm not really sure about that
Thanks!
http://www.roadtovr.com/wp-content/uploads/2016/05/Nvidia-Pascal-GTX1080-v-Maxwell-performance.png
+ROG MAXIMUS IX HERO
+Intel i7 7700K@4.9Ghz
+2x8 16 Go RAM Corsair Dominator Platinum DDR4 2800Mhz
+GTX 1080 Ti
+Acer Predator XB241YU
Windows 10 64-bit, Intel 7700K @ 5.1GHz, 16GB 3600MHz CL15 DDR4 RAM, 2x GTX 1080 SLI, Asus Maximus IX Hero, Sound Blaster ZxR, PCIe Quad SSD, Oculus Rift CV1, DLP Link PGD-150 glasses, ViewSonic PJD6531w 3D DLP Projector @ 1280x800 120Hz native / 2560x1600 120Hz DSR 3D Gaming.
VR uses different techniques to render as opposed to 3D Vision.
3D Vision will always render the same 2 TIMES, FULL frames, NO PIXEL DISCARD.
VR will discard a lots of pixels in some areas:
https://blogs.nvidia.com/blog/2016/07/21/rendering-foveated-vr/
https://developer.nvidia.com/vrworks/graphics/lensmatchedshading
etc.
If you would render the same thing as 3D Vision does in VR, you would see the exact same results, on the same hardware and performance degradation.
VR needs to run at 90FPS otherwise it "kills" you!
3D Vision can run PERFECTLY fine at 30FPS without "killing" you!
:)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
+ROG MAXIMUS IX HERO
+Intel i7 7700K@4.9Ghz
+2x8 16 Go RAM Corsair Dominator Platinum DDR4 2800Mhz
+GTX 1080 Ti
+Acer Predator XB241YU