Nvidia deeply researches VR system delay: 6 orders of magnitude worse than perfect

At NVIDIA's GPU Technology Conference, Morgan McGuire, associate professor of computer science at Williams College, who is about to become a research scientist at Nvidia, delivered a keynote address to discuss his expectations for future graphics.

McGuire believes that the future graphics cards need to process 10 million pixels per second, while the current graphics system can only achieve 4.5 million pixels per second. The ultimate goal is to approach the perception of the human eye and make everything as realistic as possible. McGuire said: "There is a difference of 5 to 6 orders of magnitude between the current VR system and our expected goal. This is not an incremental increase."

Current VR systems have trade-offs between delay and picture quality. Reducing the delay usually results in lower image quality, so a new method is needed to maximize image quality while still maintaining the low latency required for virtual reality content. Nvidia is working on a solution to this problem, such as removing the Path Tracer rendering tool and switching to a combination of rasterization and GPU capabilities.

Interestingly, Maguire also explored the issue of text input in a virtual reality environment. He explained that VR devices are becoming an entry point for other content, and that heads are becoming the default device for computer applications. For VR systems, the keyboard is no longer an actual input device, so VR companies need to seriously consider the issue of text input.

"Text is a killer application," said McQuail.

McGuire admitted that the desktop PC's interface changes and the requirements for running a high-quality virtual reality experience may mean an increase in the price of the head-mounted device, but he believes that the magnitude will not be as great as expected and that future consumers and markets will be able to find A balance point.

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